U.S. patent application number 17/091377 was filed with the patent office on 2021-02-25 for system for enhanced interactive game play in lottery and gaming environments.
This patent application is currently assigned to Milestone Entertainment, LLC. The applicant listed for this patent is Milestone Entertainment, LLC. Invention is credited to GARY DAWSON, RANDALL M. KATZ.
Application Number | 20210056799 17/091377 |
Document ID | / |
Family ID | 1000005199154 |
Filed Date | 2021-02-25 |
View All Diagrams
United States Patent
Application |
20210056799 |
Kind Code |
A1 |
KATZ; RANDALL M. ; et
al. |
February 25, 2021 |
SYSTEM FOR ENHANCED INTERACTIVE GAME PLAY IN LOTTERY AND GAMING
ENVIRONMENTS
Abstract
A system provides for electronic interaction in a multi-player
system, the system being adapted to interface with first and second
electronic communications devices through a communication system,
the first and second electronic communications devices including
displays for presentation of game information to the players and
with input devices for receiving live game play information. The
first and second electronic communications devices having storage
to store a game application program from a remote server, the first
and second electronic communications devices having graphical
display capability. The system utilizes real world sports event
data corresponding to a real world sports events. Preferably a game
analysis system is utilized.
Inventors: |
KATZ; RANDALL M.; (Beverly
Hills, CA) ; DAWSON; GARY; (Beverly Hills,
CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Milestone Entertainment, LLC |
Beverly Hills |
CA |
US |
|
|
Assignee: |
Milestone Entertainment,
LLC
|
Family ID: |
1000005199154 |
Appl. No.: |
17/091377 |
Filed: |
November 6, 2020 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
16239356 |
Jan 3, 2019 |
10832530 |
|
|
17091377 |
|
|
|
|
14023834 |
Sep 11, 2013 |
10176674 |
|
|
16239356 |
|
|
|
|
12361275 |
Jan 28, 2009 |
8535134 |
|
|
14023834 |
|
|
|
|
61024057 |
Jan 28, 2008 |
|
|
|
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/3272 20130101;
G07F 17/3276 20130101; G07F 17/329 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32 |
Claims
1. A system for electronic interaction in a multi-player system,
the system being adapted to interface with first and second
electronic communications devices through a communication system,
the first and second electronic communications devices including
displays for presentation of game information to the players and
with input devices for receiving live game play information, the
live game play data including data more granular than a game
outcome, the first and second electronic communications devices
having storage to store a game application program from a remote
server, the first and second electronic communications devices
having graphical display capability, the graphical display
capability of the first electronic communications devices being
different than the graphical display capability of the second
electronic communications devices, the system utilizing real world
sports event data corresponding to a real world sports events,
comprising: a server including memory to store and transmit a game
application program to the first communications devices in response
to a player initiated action to request the game application
program, a graphical information display generator for generating
displays of information regarding the graphical information display
generator generating first displays for the first electronic
communications devices and second displays for the second
electronic communications devices wherein the first displays and
second displays are of different degrees of resolution, a control
processor coupled to the communication system to selectively
provide the first displays to the first communications devices and
the second displays to the second communications devices, an input
for receiving real world sports event data, the real world sports
event data including the granular data, system input adapted to
receive game control input from the plurality of input devices, the
game control input including input regarding game play data, the
game play data including player selection information regarding the
real world events, a play server adapted to permit one or more
players to join in play, the server receiving at least the player
selection information regarding the real world sports event and the
real world sports event data including the granular data, an input
for determining the expiration of live game play, a game analysis
system, a point tally system including a processor for ranking the
players score relative to one another based at least in part on the
input regarding the granular real world sports events and the
player selection information regarding the real world sports event,
and a memory for storing the information, the point tally system
providing the ranking information to the displays, the point tally
system selecting at least the player with the highest score as at
least one winner, and a payment system for providing the winnings
to the winner.
2. The system for electronic interaction of claim 1 wherein the
winnings are provided in a non-cash form.
3. The system for electronic interaction of claim 2 wherein the
non-cash goods are free play.
4. The system for electronic interaction of claim 2 wherein the
non-cash goods are advancement to a higher level in the game.
5. The system for electronic interaction of claim 1 wherein at
least some of the games are played with virtual money.
6. The system for electronic interaction of claim 5 wherein the
virtual money corresponds to a multiplier times the corresponding
numeric monetary value.
7. The system for electronic interaction of claim 5 wherein the
virtual money is acquired at least in part via cash purchase.
8. The system for electronic interaction of claim 1 wherein at
least certain of the games are subject to mandated prizing
parameters.
9. The system for electronic interaction of claim 1 wherein game
play is enabled between multiple players via one or more buddy
lists.
10. The system for electronic interaction of claim 1 wherein game
play is enabled between multiple players via one or more
association groupings.
11. The system for electronic interaction of claim 1 further
including at least one variable duration game room.
12. The system for electronic interaction of claim 1 wherein the
game includes a guaranteed winning amount.
13. The system for electronic interaction of claim 1 wherein the
sports data relates to sports betting.
14. The system for electronic interaction of claim 1 wherein the
sports data is football data.
15. The system for electronic interaction of claim 1 wherein the
play sever include a chat function to permit player to player
communication.
16. The system for electronic interaction of claim 1 wherein the
play server enables player to player competition between a subset
of players, providing a mini competition among the subset of
players.
17. The system for electronic interaction of claim 1 wherein the
system advises the players of the probabilities of outcomes.
18. The system for electronic interaction of claim 1 wherein the
game analysis system tracks user specific actions.
19. The system for electronic interaction of claim 1 wherein the
game analysis system optimizes winning amounts.
20. The system for electronic interaction of claim 1 wherein at
least some of the first and second electronic communications
devices are wireless electronic communications devices.
Description
PRIORITY CLAIM
[0001] This is a continuation of U.S. application Ser. No.
16/239,356, filed Jan. 3, 2019, now issued as U.S. Pat. No.
10,832,530 on Nov. 10, 2020; which is a continuation of U.S.
application Ser. No. 14/023,834, filed Sep. 11, 2013; now U.S. Pat.
No. 10,176,674 on Jan. 8, 2019; which is a continuation of U.S.
application Ser. No. 12/361,275, filed Jan. 28, 2009, now issued as
U.S. Pat. No. 8,535,134 on Sep. 17, 2013; which application claims
the benefit of Provisional Application No. 61/024,057, filed Jan.
28, 2008; which are all hereby expressly incorporated by reference
herein in their entirety as if fully set forth herein.
FIELD OF THE INVENTION
[0002] These inventions relate to methods and apparatus for prizing
techniques. More particularly, they are directed to prizing
techniques as may be used in connection with games, most
particularly, with lottery style games.
BACKGROUND OF THE INVENTION
[0003] Player participation games fall broadly under the categories
of games of chance and games of skill. One of the main forms of
games of chance is lotteries, which by definition, involve the
three elements of: 1) prize, 2) chance and 3) consideration. If
these three elements are present, then the game is considered to be
a lottery, and is typically then run by a governmental entity. In
the United States, lotteries are typically run by the individual
states, or collectively by a group of states. In other countries,
it is typically the national government that runs the lottery.
Countries and states attempt to strictly limit the game play to
their geographic boundaries. For example in Austria, while
electronic access to the game may be available over the Internet,
in order to play the person must have a bank account in Austria and
be able to navigate the non-english menu.
[0004] Games have been conducted in any of a number of formats.
Certainly, live, in person games have been performed. Yet other
games have been played and broadcast over a broadcast medium, such
as radio or television. Yet other games have been played through
active communication media, such as the telephone, or over a
communication network such as the Internet.
[0005] Various attempts have been made to provide game play over
the Internet. By way of example, the game show Jeopardy has been
placed on the web at http://www.sony.com.
[0006] Various other attempts have been made to extend the general
concept of gambling to broad communication media, such as the
Internet. For example, U.S. Pat. No. 5,800,268 entitled, "Method of
Participating in a Live Casino Game from a Remote Location" has
been asserted in a litigation in against an off shore corporation.
The '268 patent discloses a system in which a player may
participate in a live casino game from a location remote from the
casino. A player interface station, such as a computer terminal or
other special input device, is connected by a communication line to
the casino. A second communication line is established from the
casino to the player's financial institution. The player is
presented with an image of an actual "live" game. The player then
participates directly as if they were physically present at the
casino. A wager is cleared with the player's financial institution
to insure adequate resources to cover the bet.
[0007] U.S. Pat. No. 4,845,739 to Ronald A. Katz is entitled,
"Telephonic-Interface Statistical Analysis System". The patent
describes various operating formats, including a format to be
performed in association with television media. Specifically, in
one embodiment, a real-time format is provided in which television
viewers participate on a real-time basis in a game show for prizes.
Expanded audience participation is achieved. Various levels of
qualification are provided, such as for a child's television game
format is utilized, parental clearance may be required. The use of
personal identification numbers (pin numbers) is disclosed. In one
implementation, the caller is prompted to identify which of the
actual studio of audience participants the caller will be aligned
with. Additionally, the caller may be instructed to indicate the
extent of a wager. As the game progresses, the individual player's
accounts are credited or debited, thereby providing on-going
accounting data. In yet another implementation, a non real-time
operation is provided. Such a show might involve a quiz for callers
based on their ability to perceive and remember occurrences within
the show. Pre-registration is optionally utilized. In this
implementation, a sequence or time clock could be utilized in order
to limit or control individual interfaces to a specific time or
geographic "window". In this way, the caller questions may be
utilized across various time zones without the caller having
obtained the question earlier than other callers within a given
time zone.
[0008] In yet another patent issued to Ronald A. Katz, U.S. Pat.
No. 5,365,575 entitled "Telephonic-Interface Lottery System",
various scratch off lottery tickets are described. One ticket
includes a scratch off ticket having a first concealed area with a
matching game, and a second scratch off area concealing a unique
number. A player may call a specified telephone number to
participate in a second chance game.
[0009] Berman, U.S. Pat. No. 5,108,115 discloses a game show and
method entitled "Interactive Game Show and Method for Achieving
Interactive Communication Therewith". An interactive communication
system is provided which permits individuals to electronically
select at least one possible outcome of a plurality of outcomes of
a future event. Successful contestants possibly share in a prize
which is associated with the event. A home audience of a televised
game show may electronically communicate a series of random numbers
using their touch tone telephone to participate in the show.
[0010] Recently, various governmental entities and trade
organization have addressed the issue of game play over the
Internet. Senator Kyl has introduced a bill which could preclude
the offering of Internet based gaming, though permitting states to
offer Internet gambling. Consideration has been given to requiring
that the states sponsored gaming be limited to an intranet, in an
effort to limit those participating to persons physically resident
within the states boundaries. Various international lottery
organizations have promoted similar restrictions, namely,
precluding the individuals offering of games of chance, and
reserving that option exclusively to the state.
[0011] Various lottery formats are known to the art. In one classic
format, a pre-determined number of tickets are provided with
certain printed matter, such as numbers or other indicia, where the
information is then obscured by a scratch off layer. By removing
the layer and revealing the underlying information, the ticket
holder may determine whether they have won or not. Various
extensions have been made to a "virtual" scratch off ticket where
no physical product is provided.
[0012] A conventional lottery proceeds as follows. First, a series
of numbers are selected, either by the player or by some automated
selection system, such as by computer. Upon the occurrence of a
predefined event, such as on a set date and time, numbers are
randomly chosen. Both mechanical methods, such as selection of
ping-pong balls bearing numeric designations, or electronic means
such as through a random number generator, may be utilized. The
selected numbers are then provided to the participants, such as
through a broadcast medium like newspapers, radio and television.
Finally, the holder or holders of winning the tickets then present
their ticket for payment.
[0013] In yet another aspect of game play, a typical television
presented game show lasts on the order of one half hour. Various
shorter format games or shows have been utilized, for example, a
football based advertisement or game has been presented by IBM
during televised football games under the name "you make the call".
Yet other shorter version games have been presented over web TV or
on the game show network.
[0014] The television game show "Who Wants to be a Millionaire" is
believed to have originated in Britain, and has become extremely
popular in the United States. The game is a trivia game. While
being principally a game of skill, the nature of the questions, or
the contestant's knowledge of the potential answers, makes the game
at times a guessing game or game of chance. The format consists of
one contestant and one host. The contestant is presented with a
question and four possible answers. If the contestant answers the
question correctly, they advance to a next level, each level being
associated with a higher monetary prize amount, which is roughly
twice the amount of the preceding level. A contestant is given
three "life lines": a "50/50" where in two incorrect answers are
removed, thereby leaving the correct answer and one incorrect
answer, the "phone a friend", wherein the contestant may call a
friend by telephone and solicit their response to the question,
subject to a 30 second time limit, and an "ask the audience" option
where the audience is polled regarding their view of the correct
answer to the question. Various safe levels are established, such
as at $1,000.00 such that the contestant could be awarded that
amount of money in the even that they fail to correctly answer a
question. Finally, after a question is posed, the contestant may
elect to discontinue play, and to receive that amount of money won
at the preceding level.
[0015] Various proposals have been made to extend the game play
experience, particularly in a scratch-off lottery environment. For
example, in Kaye, U.S. Pat. No. 5,569,082, entitled "Personal
Computer Lottery Game", methods and systems for playing a player
interactive lottery type game are described. A gaming piece, e.g.,
a printed card, computer memory, disk, contains a "Destiny Code"
which is an encrypted symbolic code signifying the outcome of the
particular game of chance to be played by the player. Game play
proceeds under computer processor control to reveal whether the
player has won, and if so, how much, or whether they have lost. The
Destiny Code itself contains the win/loss information, and if a
win, the amount. The outcome of the game is forced in that the
processor controls the outcome of the game of chance. For example,
if the Destiny Code indicates that the player is to win $75, the
system can match the prize to the game play such that the desired
outcome is achieved. If the predetermined outcome is a loss, the
game play will include selection of losing numbers. Computer game
play may be either local, such as at a stand alone terminal or
remote through an on-line service. When played in the on-line
environment, the Destiny Code is input by the player, and provides
the encrypted information regarding the win (and amount)/loss
outcome. In certain instances, the player may select the form of
game to be played, e.g., a murder mystery, a horse race type game,
or various card games. In the online environment, the system can
store a Destiny Code and not allow the code to be played twice. A
history file may include various information, such as the number of
times the game medium was played, information about how many times
the particular player has played, information about different
habits of the player, and general information as to what has
transpired in the game. A winning game medium is somehow marked to
show that the particular Destiny Code has been played. Receipt of
prize money may be made at a local machine or at a redemption
location.
[0016] PCT Application No. WO 00/39761 in the name of Applicant
Ingenio, Filiale DeLoto-Quebec, Inc., entitled "Computer Gambling
Game". The game includes a computer program to provide a sequence
of game states, which lead to a game outcome. A game seed is
required by the computer program to generate one of the sequences
of the games. Each game seed corresponds to one of the sequences of
the game states. An initiator code is required to begin game play,
that code being printed on an instant play lottery ticket or
distributed via a computer network. The computer program utilizes a
look-up table to retrieve the game seed corresponding to the
initiator code. Oberthur Gaming Technologies has an integrated
package of three lottery tickets and a compact disc which is sold
through authorized lottery retailers. The compact disc contains a
program having various games where entry of an access code is
necessary to begin game play. The compact disc permits creation of
a password, thereby providing limited access to the game. Winning
tickets are redeemed at an authorized lottery retailer. The lottery
ticket itself contains encoded information as to the win (and
amount)/loss status of the ticket in that the retailer can scan the
ticket to see if it is a winner.
[0017] Various lotteries have implemented guaranteed prizing
structures. One known structure is the so-called GLEPS structure,
standing for guaranteed low-end prizing structure. GLEPS prizing
requires that some outcomes are at least partially determined.
GLEPS prizing is typically used in relatively high turnover type
games, e.g., scratch-off ticket lottery games. Finocchio, U.S. Pat.
No. 5,317,135 entitled "Method and Apparatus for Validating
Instant-Win Lottery Tickets" describes various GLEPS systems. The
Finocchio system stores the status as `paid` or `not yet paid` of
game tickets to be validated. The data is stored in the main memory
of a computer. Game play occurs with conventional physical tickets.
The electronic system merely validates the ticket.
[0018] Despite the wide spread participation in various forms of
game play, as well as the suggestions for implementing those games
on a mass communication network, such as through the telephone or
Internet, the possibility for new games, or improved game play
exists. In particular, there is a need for improved games of
chance, which provide excitement for the player, and optionally a
viewer audience.
SUMMARY OF THE INVENTION
[0019] These inventions relate to methods, and associated systems
and apparatus, for novel game play and/or electronic entertainment.
In various embodiments, the games are games of chance, games of
skill, or combinations of both.
[0020] A system for electronic interaction in a multi-player
lottery system preferably displays information to players regarding
various variable duration game rooms. The game rooms may be for
durations such as 5 minutes, 10 minutes, half an hour, and hour, a
week or a month. The player may optionally be provided further
information about the game rooms, such as the current prize amounts
or the remaining duration of the game room. A clock or time
indicates the end of game play in the room. A point tally system
including a processor for ranking the players score relative to one
another, and a memory for storing the information, the point tally
system providing the ranking information to the displays, the point
tally system selecting at least the player with the highest score
at the expiration of game play as determined by the timer for the
variable duration game room. Preferably, the system includes a
payment system for providing the lottery winnings to the
winner.
[0021] The methods and system described herein provide for an
enhanced lottery style game with player interaction. The methods
and systems may be referred to as iLotto as a short hand
description for the description within this application. iLotto
provides a system and method for multiplayer game and entertainment
environment where players compete against each other to try to win
money or prizes during the course of each game. In the preferred
embodiment, the ultimate goal however is to hit drawn lotto
numbers, such as the six numbers for a lottery draw.
[0022] In summary, the inventions provide for a method and system
for enhanced lottery play in a multi-user environment. A central
system, such as the lottery, provides for storing user
identification data, user game information such as player's points
and for timing selection and control of interaction with the
system. The central system receives an indication from multiple
user of interest to participate in a game, including receipt of
user identification information. The central system determines and
transmits to the users a display of user selectable icons arranged
in rows and columns, preferably an n by n matrix of numbers, such
as the numbers 1 through 49. The central system receives an
indication of the player's selection of a first of the user
selectable icons. The central system selects one of the selectable
icons, such as a number from the range of 1 through 49. The system
then modifies the game information for the players by: (i)
providing a superior point value (e.g., 100 points) to a player if
the user selected icon equals the icon selected by the system, (ii)
providing a lesser point value (e.g., 50 points) to the player if
the user selected icon does not equal the icon selected by the
system, but appears in a row or column common with the system
selected icon, and (iii) decreasing the user information if the
user selected icon does not appear in the row or column including
the system selected icon. The preceding steps of receiving the
player's selection, system selection, and modifying the game
information for a predetermined number of times, are repeated for
each icon selection, such as 6 times in an exemplary case. The
system compares the users scores and awards prizes according to
predefined prizing criteria.
[0023] Systems, apparatus and methods are provided for enhanced
electronic entertainment, such as game play, over remote
communications networks. The system may receive a number of
mandated parameters. These parameters must be achieved by the
system as a whole. These top level parameters may be mandated,
fixed or defined, typically being provided by the game sponsor,
such as a lottery. These precedential parameters form the boundary
constraints or boundary conditions for the game. Exemplary mandated
parameters may consist of prize pay out and win rates, and may
include such factors as the minimum payout amount, the maximum
payout amount, a defined percentage payout, the number of prizes,
and/or the form of prizes. Within the system, the mandated
parameters are generally input to the system, and preferably stored
in memory within the system. Having received the mandated
parameters, the system processor then selects among dependent
variable parameters to implement game play and prizing in a way
that achieve the mandated parameters. As such, the variable
parameters may be considered to be derivative or dependant upon
achieving the mandated parameters. Within the system, the processor
may interact with a store of variable parameters information
associated with the processing system. As a possible result of the
processing of the variable parameter information, while ultimately
subject to the mandatory parameters, the system then permits
interaction with the users via the user interface. Optionally, the
processing system may then interface with other systems, including
the conventional lottery system, the required communications
systems, and various financial systems to effect a complete
interaction with the player.
[0024] The systems and methods of these inventions permit greatly
enhanced flexibility in game play and the prizing experience for a
player, while globally achieving the mandated parameters. These
systems and methods may be utilized with any type of game play,
including but not limited to predetermined games, outcome games and
games of skill. Predetermined games are those in which a player's
actions do not affect the game outcome. Predetermined games may be
either scripted, wherein the result is a priori determined, or
dynamic, in which variable game play occurs. Outcome games, namely
those in which a player's actions can affect the game's outcome,
may include probability games, both simple probability games and
hybrid games in which skill and probability affect the outcome, and
games of skill.
[0025] There are any number of variable parameters available for
game play ultimately serving to achieve the mandated parameters
and/or provide for enhanced or optimized game play and prizing
experience. By way of example, the game selection itself, whether
done by the player or by the system, may be one variable parameter.
Another variable parameter may be the game structure itself, such
as in the use of decision points, numbers of levels of game play,
and/or duration of game play. The game play experience may be
modified such as where the system utilizes probabilities
corresponding closely with real world probabilities. By way of
example, a coin flip game even played electronically should appear
to operate under a 50/50 percent probability. While the mandated
parameters may constrain the game to provide prizing which could
not be achieved through the use of the real world probabilities,
the system and methods herein permit the use of the real world
probabilities, but achieving the mandated parameters through
modification of the prizing and pay out experience of the player.
Within these systems and methods, greater flexibility is achieved
with regard to the play on a particular individual event, while
achieving the mandated parameters for the game as a whole.
[0026] The game play parameters and prizing structure parameters
generally comprise that collection of variables that shape the game
experience and define the prizing structure. Game play generally
refers to the player experience, whether passive or active. By way
of example, game play parameters may include the structure and
operation of the gaming experience, such as the duration of game
play, number of levels, the decision points, e.g., inducements for
various game play options, GLEPS or other allocation variables,
such as in the number or frequency of winning outcomes, and player
experiences, such as the number of near wins. Again by way of
example, the prizing structure parameters may include the desired
payout amount, GLEPS or other allocation variables, the frequency
of wins (1:X), overall number of winners and prizing structure and
allocation of prizes.
[0027] Generally, the methods consist of a series of electronic
interactions between the user of the system, as players of games or
interacting users with an entertainment device, which are
controlled to achieve desired game play and prizing criteria. By
varying the interaction of the system with the users so as to
achieve the desired game play and prizing parameters, the game
experience may be enhanced while also ensuring that the desired
prizing criteria are achieved.
[0028] In one aspect, the games described herein may be played
either as a predetermined game or a game in which the player's
actions determine the outcome, or a hybrid or combination of the
two. In a predetermined outcome scenario, the system has determined
which ticket or tickets are winners, or at what level the win will
be paid, and the action of the player has no impact on the outcome
of the game play. While the appearance of selection may still
appear to be "random" to the player, the system may select the
required number or other indicia in order to force the
predetermined outcome. In the case of a probability game, the
outcome is determined based upon the actions of the player.
However, the constraints imposed by the prizing parameters may
require that some game events are forced, such that the necessary
prizing outcome is achieved.
[0029] Prizing results fulfilling the prizing parameters may be
calculated prior to game play, or may be calculated according to an
algorithm as the game proceeds. The system may ensure that the
predefined prizing criteria are achieved through various methods.
For example, if the player's actions actually determined the
outcome of a particular game, the system could ensure that any
possible prize the player may receive is available. One option is
to utilize a prize board to `even up`, that is, apply the prizing
criteria to the possible outcomes such that the prizing criteria
are met.
[0030] In one implementation, prizing structure may implement a
prizing structure which includes a predefined number of lower tier
prizes. The allocation of prizes may be defined in various ways,
such as by defined numbers and values of prizes for a given number
of plays, system-wide for every Nth play, or based on the number of
plays for a particular player, or groups of players, or based on
the source of the play, such as a given retailer, or by the
geographic region of the source of the play, or based on a time
parameter, such as a predefined number of wins of certain amounts
per week.
[0031] The mode of interaction may vary. For example, the series of
interactions with the users, such as through visual displays and
audio experience, may be determined by the system and then be
revealed. In certain games, the entertainment may be broadly
divided into a first game play phase and a second prizing phase.
The use of a second prizing phase, or "prize board" phase, of the
interactive electronic game play lends flexibility to game play
while permitting application of various prizing structures. Game
play in the first phase may be of any manner, whether
predetermined, or where the player's actions determine the game
outcome, or a combination of the two, such as in a hybrid game. The
game play in the second phase may then apply the prizing parameters
such that the correct prizing payouts are achieved, irrespective of
the results from the first phase of game play. Any prizing
structure may be imposed during the prize reveal, even if the
prizing amounts differ from those which could be strictly
calculated according to probabilities. For example, a true
probability game may suggest that the payout should be of a first
amount, but the system may apply predefined imposed prizing
parameters which specify the payout amount to be different. By
providing a second phase for prize reveal, the amount or mode of
prize may be set as defined by the rules.
[0032] In yet another aspect, game play in the first phase may be
made to simulate game play using real world or actual
probabilities. The results provided to the player in the first
phase may be set to provide winning outcomes which would be
expected based on true game probabilities. The predefined prizing
parameters are utilized in the second, prizing phase to ensure that
the game as a whole achieves the proper payout. By separating the
first play phase from the prizing phase, the player experience in
the first phase may be set as desired. For example, the first phase
game play may be set where the player `wins` at a probability
greater than the true game probability. Since the player must
complete the prizing phase, the system can correct the first phase
perception of a heightened probability of wins in the second,
prizing phase. The system may also provide the player with an
enhanced number of `near wins`, such as where the player achieves a
score which was close to a win, but not sufficient to win. Player
interest may be maintained, while also maintaining the prizing
structure and parameters.
[0033] In yet another aspect of this invention, a set or series of
game plays will have a set or series of outcomes, but a particular
game play is not specifically associated with a given outcome. This
system permits game play where the player's actions can determine
the outcome of the individual game, but where the outcome for a set
or series of game plays is predefined. A player provides input for
game play, where for at least some players their actions determine
their individual outcome. In operation, a set of outcomes is
defined for multiple plays. Prior to individual game play, an
initial check is made to determine whether any possible outcome in
unavailable. If all possible outcomes are available, the player
plays the game where their actions determine, at least in part, the
outcome of the game. The player's individual outcome, e.g., a $5
win of a hand of blackjack, is selected from the set of outcomes
and awarded to the player. If certain outcomes are no longer
available in the set of outcomes, e.g., all of the $5 wins are
gone, the system will, if necessary, cause game play to proceed
such that the outcome is one which still exists in the set. After
an outcome is presented to the player, it is removed from the set.
In this way, the game sponsor or system has a predefined pay out
schedule, but individual's game play may determine the actual
outcome for at least some players. Generally, as the set of
unclaimed outcomes decreases, the system will force more outcomes
for the individual game play.
[0034] In one of the instant inventions, a game is provided in
which the player must communicate electronically with a remote
location which contains the information as to whether a player will
win or lose the game, and if they win, the prize that they will
receive. In one implementation, a lottery game, such as a scratch
off lottery game, may include a unique access or Ticket
Identification Number (TIN). The TIN may be purchased through the
conventional in-store lottery network or may be obtained
electronically, such as where an account or other payment mechanism
is established. In order to determine whether the player is a
winner, the player may electronically access a remote site. Modes
of electronic addressing of the remote site include internet
access, cable access, or access through a conventional
communication network such as by a phone. The user is prompted to
enter the TIN number, which is used by the system to access memory
to determine whether the player has won or lost, and if they have
won, the prize for winning. Game play proceeds via the electronic
system in a way so as to ultimately inform the player as to whether
they have won or lost and if appropriate, as to their prize.
[0035] The TIN may optionally be information bearing, though the
meaning of the information may not be recognized by the user. By
way of example, the TIN or other number may identify the
application or game to be played. It may specify other variable
information about game play, such as the identity of the game,
either one game or a set of games, the level of difficulty of game
play, win/loss status of the ticket, prize amount, if any. The TIN
or other number may identify the player, such as where the player
has registered or otherwise has an account with the system. Through
use of an information bearing number being provided to the user,
some or all game functions may be performed locally. For example,
if the player were to receive multiple numbers corresponding to
game play, and the numbers were downloaded to a mobile device, the
game could be played at a later time, with its full functionality,
but without necessarily connecting (or reconnecting) to the remote
portions of the system. As these unique numbers are generated, or
provided from the system to the player, or indicated as having been
played or redeemed, they should be designated as such in the
system, such that the number is consumed or crossed off the list of
valid numbers. Optionally, validity checks may be performed on the
numbers prior to permitting use.
[0036] When implemented in conjunction with a lottery type game,
the system utilized consists of the lottery system, such as the
online terminals located at various vendor locations, and
additionally includes communication paths between the electronic
game play path, e.g., via the internet through website game play,
and its interaction with the lottery system and its associated
database. The lottery processing system may be separate from or
integrated with the servers and systems which permit electronic
game play. These servers or systems may access information, such as
ticket database information, financial data or lottery real-time
information.
[0037] By way of a more specific example, the lottery game may
comprise a conventional scratch-off type game, and include a second
or auxiliary game with the base game, such as by providing the two
games on a given lottery ticket. The second game includes at least
the provision of TIN number information for the player to
electronically access the game play system. Optionally, the second
game may include a scratch-off aspect on the same ticket which can
reveal variable information, such as whether the ticket will
entitle the holder to play the second game, e.g., where, for
example, two out of five numbers must match, the prize amount the
player will play for in the second game, or other variable factors
such as the game to be played or the degree of difficulty of the
game. The player enters their TIN number over the electronic
communication system, wherein turn the number is checked for
validity and entitlement for game play. Entitlement for game play
may include a determination of whether the TIN number has been
previously used. Optionally, once the TIN number is used, it may be
consumed or otherwise checked-off from the table or memory.
Assuming qualification and entitlement, the TIN number is utilized
by the system to look up in memory various aspects about the game
play, e.g., what game is to be played, whether the player will win
or lose, and the type of prize to be awarded to winners. The system
retains a record of TIN numbers which have been played. Redemption
of prizes may occur at the authorized retail vendor locations
equipped with the lottery infrastructure. The vendor may positively
confirm that the TIN number has been played in the electronic game
through use of the lottery terminals and infrastructure. Payment of
the prize amount may be conditioned on receiving a positive
indication that the TIN number has been utilized in the electronic
game play. While the TIN may be provided as matter on the ticket or
other physical cardstock or substrate material, it may be provided
electronically, as a virtual TIN (vTIN), where the TIN is provided
electronically and not associated with a physical product, or may
be provided with a physical product which is not a lottery ticket,
e.g., a number provided on a physical product such as a drink cup
from a retail restaurant location or a cereal box from a grocery
store.
[0038] In yet another aspect of the invention, promotional
materials are provided in association with the electronic game
play. For example, the lottery system knows the identity of the
vendor of a batch of tickets, and may use that information to offer
a personalized coupon or promotion. The information regarding
coupons or promotions may be provided to the vendors check out and
scanning system so as to automatically apply the discount.
Optionally, frequent player's clubs may be utilized, such as where
points are rewarded for game play. Typically, such a club or system
requires player identification, and preferably includes a second
form of player identification, such as a code or their own personal
PIN number.
[0039] In one version, a game comprises the steps of randomly
selecting a target number from a first range of numbers having a
minimum and a maximum, e.g., from 20 to 50. The number may be
selected by the house, or by a player, or by an alternate method of
number selection. After presenting the indication of the target
number to the player, the player selects numbers from a second
range, having a minimum and a maximum, where the maximum is equal
to or less than 1/2 of the minimum of the first range. For example,
the second range may be from 1 through 10. The player elects
whether or not to draw another number from the second range. The
player continues to draw, and the total number of the various
graphical or audio depictions being summed, until the player
declines to draw further. At that point, the system then draws
repeatedly (either predetermined or random) from the second range.
The player wins if the system draws numbers which total in excess
of the target number. The system wins if the drawn numbers exceed
the player's total. Optionally, the system may provide an
indication of the odds that the player could go over the target
with a subsequent draw. This game is arbitrarily termed JACK-O.
[0040] In yet another game, arbitrarily termed POKO, the system
receives a buy-in or purchase from the player. Multiple indicia are
randomly selected from a predefined set, e.g., the numbers from 1
to 10. The system may select a predefined number of numbers, such
as 5 numbers. A graphical depiction of the randomly selected
indicia are displayed to the player. Optionally, the display may
consist of a depiction of a ball, such as the type of ball used in
a lottery drawing. Next, a second group of multiple indicia are
randomly selected from the predefined set. The number of indicia
selected is the same for both the player and the house or system.
The first and second sets of numbers are then compared under
predefined sets of rules to establish a winner. Payment is then
provided to those winning under the rules. By way of example, the
system may define a rule for an automatic winner where the player
receives five of a kind, e.g., five 7's. Other rules may be
utilized, including those from conventional games, such as
Poker.
[0041] In yet another game format, a second or ancillary game is
played in parallel with a first or primary game. By way of example,
in association with a first game comprising a lottery number ball
draw, a second game may involve a selected player's guessing
whether the next ball draw will be of a higher or lower number, or
odd or even or the like. For example, during the real time ball
draw for a lottery, the improved game play could involve running a
parallel or ancillary game along with the ball draw. One
implementation could involve a first ball draw, followed then by
game play by a contestant such as predicting whether the next ball
drawn could be of a higher or lower number, or could be odd or
even. The underlying ball draw may be performed (either as an
actual drawing or through the use of a random number generator or
the like) in real time or may consist of previously generated
numbers, including the use of drawn numbers from an earlier
drawing.
[0042] In one implementation, the master of ceremonies could advise
the player which of these options had a better probability of being
the outcome, thereby making the ancillary game more a game of
chance as opposed to a game of skill. Optionally, scoring may be
done, such as where one player or audience participant is scored or
ranked relative to another player or participant. Optionally, this
game may be played through a quick pick format, or through an
online or other real time communication network format.
[0043] Yet another game format is arbitrarily termed The Zone. In
this game, a number is randomly selected from a first range of
numbers preferably having a minimum equal to the sum of the lowest
numbers to be drawn and a maximum equal to the sum of the highest
numbers to be drawn. The game proceeds with sequential drawing of
numbers until the player has a total of the draws approaching a
predefined zone away from the target number. For example, the
target zone may be numbers within 10 of the target. Payment amounts
are based upon the player's proximity to the target number,
preferably without going over the target number.
[0044] Yet another game is arbitrarily termed Perfect 10. The game
permits extended reveal of the game result in an electronic
environment. In one embodiment, the result is a predetermined
outcome. In one implementation, a player initiates contact with the
system to begin game play. Optionally, the prizing mechanisms are
provided to the player. For example, the player may be advised that
achieving a score of 10 results in the top prize, achieving a score
of 9 results in a lesser prize, e.g., a $2.00 win, and achieving an
8 results in yet another prize, such as an additional free play of
the game. The player receives a first number, typically within some
range such as 1 to 5. The player then receives a second number,
typically selected from the same range of numbers, and the first
and second numbers are added. If the cumulative score is less than
the lowest prizing level, the player receives a third number which
is then added to the previous two. Prizing results if the sum of
the number equals one of the predefined win levels. The game may be
played in a predetermined manner, that is, the loss, win, and if
so, amount, may be known to the system prior to game play. The game
may be played as a simple automatic reveal, or played where the
player's input affects the outcome. This game is particularly
suited for play on a mobile phone, such as those utilizing a
messaging system, such as SMS.
[0045] Yet another game is one played at a multiple number of
levels. At each level, the contestant is presented with multiple
options, such as a depiction of four uniquely labeled boxes,
amongst which the contestant may choose. The options could include
at least one positive outcome and at least one negative outcome. In
the case of four boxes, e.g., one could include a strike, two could
include a monetary amount, which may be either the same or
different and optionally, the fourth box could comprise a mystery
box, described below. The contestant selects, at random, one of the
options. If the option selected is one of the positive options,
such as a monetary amount, they proceed to the next level and the
winnings (cash or non-cash, e.g., points, free play, advancing to
other levels) are added to the prior winnings total. If a negative
option is selected, such as a strike, in the preferred embodiment,
the level is reset and play continues at that level. Preferably,
the player is allowed a predetermined number of negative events,
such as three strikes, prior to discontinuing play. The occurrence
of a negative event may result in the player going back one or more
levels.
[0046] The `mystery box` consists of a decision within a decision.
A first decision was to select that option, which then was revealed
as comprising a mystery box. The player is then given the option of
whether to reveal that option. The option within the mystery box
could include at least one positive result and optionally at least
one negative result. In the preferred embodiment, there could be
three results possible with a mystery box, a positive result such
as a multiplier for the money, such as a doubler of the
contestant's prior winnings, an updating of the safe level for the
player or an additional monetary amount. Alternatively, other
positive results such as a free play or a reduction in the number
of negative events is possible. Preferably, the probability of a
negative result from the opening of the mystery box should be equal
to the probability of a negative event if the mystery box were not
selected.
[0047] In yet another aspect, game play utilizes the real time data
compiled during a lottery ball draw. Most particularly, the data
regarding the number of potential lottery winners is utilized for
companion game play. The data may be used directly, such as where
the absolute number is guessed or by counting the number of times a
give digit appears, or indirectly, such as where the game
determines if a digit of the next number will be higher or lower
than the last. The data may be used as a secondary random number
generator.
[0048] The prizes at the various levels may be set as desired to
result in a predetermined payout and prizing structure for the
game. Optionally, guaranteed low end prize structures (GLEPS) may
require payment of predetermined prize amounts, and possibly
payment of a minimum amount of a prize e.g., $500.00. The monetary
spacing between various levels may be set as desired, either as an
arithmetic progression or as a multiplicative progression, e.g., a
substantial doubling of the prize amount at every level, or at any
arbitrary level. Optionally, when a maximum game level is reached a
jackpot or other proportionally large prize may be awarded. If the
jackpot is not won in a given game, it may then roll over to a
subsequent game. Parimutuel prizing may be employed, that is, where
there is some form of prizing based on the amount wagered or
otherwise put in play by the players. Alternative forms of
progressive play may be utilized.
[0049] Various prizing structures may be utilized with the games.
The prizing structure may optionally include a virtual GLEPS
(vGLEPS) system in which the universe of play numbers may be
subdivided to promote a desired guaranteed prizing structure. By
way of example, the universe of potential plays may be subdivided
into smaller units or subunits, e.g., a "book" of 100 plays, and
then the prizing structure applied to those subunits. The subunits
may serve to implement a guaranteed prizing structure. Within the
subunit "book", the predefined number of specified wins could be
assigned to that subset of plays. The use of the prizing structure
on the subset may be applied to a subset of N numbers, where N is
arbitrary, ranging from a relatively small number, e.g., 10, 50, or
100, up to and optionally including where N equals the potential
universe of game plays. In yet another implementation, the prizing
structure maybe applied on a per player basis. The set of plays by
a given player may be subject to the prizing structure rules such
that a player could be guaranteed a certain minimum prizing over
some number of plays, e.g., 50 plays. Yet other subgroupings of the
universe of potential plays may be made. A grouping may be made by
a combination of players, e.g., for a "tournament", they may be
grouped by the source, e.g., the retailer or sponsor, they may be
grouped by geographic region, e.g., various states, cities, or
countries, they may be grouped by time, e.g., the prizing structure
being applied in its entirety per day, per week, they may be
applied by a particular game or a collection of games, or by any
other predefined criteria for definition of a subunit. The subunit
may be defined by a combination of factors, e.g., the prizing
structure being applied for game play associated with a given
retailer in a given geographic region. Yet other aspects of game
play may be GLEPSed. For example, the amount of game play time
maybe subject to predefined rules. Thus, the play may be set such
that at least a certain percentage of the plays are extended
play.
[0050] The prizing structure may include a hybrid rule set in which
a first set of prizes are assigned to subgroups, but a second set
of prizes is either unassigned by rule or is subject to a second
set of rules, different from the first set of rules. For example, a
vGLEPS system may be utilized for assigning low tier prizes, but
higher level prizes are assigned based on skill of the player.
Alternately, the first game phase may serve to qualify the players
to enter a second phase, and no prizing is associated directly with
the first phase. Further, success in the first phase of play may
lead to a variable prizing phase, such as where the players with
the top scores in the first phase are permitted to play the second
phase for the top prizes. In this way, the player's results in an
earlier phase of the game determine their ultimate level of
winnings in a later phase of the game. Players may thus be required
to qualify to enter the prize pool. Optionally, the prizes
remaining in the pool may be displayed to the players. Either all
of the prizes remaining may be displayed, or only a subset of
prizes remaining may be displayed, as where the top prizes
remaining are either displayed or suppressed from display.
[0051] In yet another aspect, of a multi-level electronic
environment a first phase of a game is played interactively between
one or more users and the system, followed by a second phase in
which prize information is revealed. More particularly, the prize
information which is revealed is preferably determined at least in
part by predefined imposed prizing parameters. By way of example,
the predefined imposed prizing parameters may include a GLEPS type
system, which characteristically includes a requirement that 1 out
of X, e.g., 1 out of 7 events is a winning event. Yet another
example of a predefined prizing is setting a defined percentage
payout, such as 50% or 75%. Many of the predefined imposed prizing
parameters may be defined by a lottery sponsor, and may ultimately
be defined by legislation (typically state based or national
legislation outside of the United States).
[0052] In another aspect of this invention, game play in a first
game may require progression through a plurality of levels, leading
to game play on a second game for those who have reached the
maximum level on the first game. In one implementation, the maximum
prize level in the first game may be equal to the minimum prize
level in the second game. The various levels of game play may also
include various prizing levels. In one implementation, the user may
play a first game, typically for a wager, and if they win, be given
the option of playing a prize board or other prizing step. The
player may be given the election of whether to play the prizing
step at that time, or to return to game play with the option of
later playing a different prizing step at a later time. Optionally,
a further wager is received for the next round of game play. The
prizing steps could typically be of more value as the player
progressed, e.g., a Silver prize board, a Gold prize board and a
Platinum prize board. The increased value could be any or all of:
the minimum prize amount, a guaranteed minimum prize, the maximum
prize amount, the odds of winning, or any other parameter relating
to prizing.
[0053] Various modes of play are contemplated. In studio game play
may be utilized with a broadcast, either live or for taped replay,
at a studio, at home or with a networked camera, such as a camera
on a computer networked through the internet. Yet another mode of
game play involves playing at a gaming venue, such as where other
games of chance, e.g., slot machines, are played. Yet another venue
may consist of game play by the player from their hotel room in a
venue which allows gambling. In yet another mode of game play, a
network, such as the internet, may be utilized to permit game play,
whether for a monetary amount or to provide other points or
indications of score. The game may be played in any venue where not
prohibited, whether on land or in an airplane or ship, and may be
played in any form of wired or wireless environment, such as via
hand-held web enabled communication devices.
[0054] The game may be played by a single individual, or may be
played with multiple players. The multiple players may play against
one another, for scoring, or may merely play in parallel without
further interaction.
[0055] In yet another aspect, methods and apparatus are provided
for participating in on-line or other electronic access games,
especially lottery games played over a network, such as the
Internet. A player could obtain a lottery product, either
scratch-off or on-line directed to playing an electronic game, such
as a game on the Internet or played through a telecommunication
network, either wired or wireless. By utilizing the conventional
sales and distribution channels, the traditional safeguards
regarding sales of gaming tickets to under aged players can be
maintained. Having obtained the ticket containing a participation
number, the player may then enter that number, which could enable
play for the amount of money purchased. The number may be entered
electronically or manually, and any form of input device may be
used, such as keyboards, keypads, telephone buttons, bar code or
other scanners. Winnings may be paid out by presenting the ticket
to a retailer, who could verify the winnings via a conventional
on-line system. Alternately, winnings may be credited
electronically, such as by providing a credit to a credit card or
other linked financial account. Optionally, the ticket may contain
variable information regarding the electronic play, such as the
amount to be won, the level of difficulty of a game or what game
could be played.
[0056] In yet another aspect, the games may be played either with
real money, or may be played with virtual money, sometimes referred
to as vCoins. A vCoin will typically be a multiplier times the
corresponding numeric monetary value, e.g. one dollar equals 500
vCoins. The multiplier is typically an integer number, and is
usually an amount of 100, 500 or 1000, though any amount may be
used. The multiplier may be fixed over time and over games, or it
may vary based on factors, such as time, game or player status. For
example, play during certain times may result in `double vCoins`.
The multiplier may change for different games, such as where the
multiplier increases where the real or perceived level of skill
required is greater. vCoins may be acquired by purchase, or may be
awarded in a non-cash purchase manner such as provided for a
credit, an inducement or a promotion. A bonusing feature may
include a vBonus, such as where a certain amount of vCoins are
awarded, either as a result of game play or merely randomly. The
vCoins may be traded for cash or other forms of games, prizes or
non-cash goods or services.
[0057] In yet another aspect, the games may be played by an
automated systems, sometimes referred to as a vBot. The player
would typically set parameters for the vBot, such as defining how
much to bet per game or per hand. A quick pick option may be
provided.
[0058] Methods and apparatus for game play using virtual players,
sometimes referred to herein as vBots, is disclosed. In one aspect,
a method for game play involves the use of the system electronic
system environment described herein, wherein one or more virtual
players are displayed to the player of the game, preferably, the
virtual players have differing play characteristics, receiving from
the user association with a selection of a virtual player,
displaying a simulated game using the virtual players, identifying
a subset of the virtual players as being winners of the simulated
game, and awarding a win to the lottery user if the selected
virtual player is in the subset of virtual players. In this way,
the player of the game is selecting a virtual player to do the
playing of the base game, thereby providing the excitement of
player participation in a game of skill or chance, yet not actually
be playing the game.
[0059] Yet another parameter for modified and enhanced game play is
the arrangement and presentation of various graphics, symbols, or
icons (collectively "indicia") to the player. The arrangement of
the indicia in a predefined arrangement indicates that the player
has won. By way of example, a grid or array arrangement may be used
wherein the winning combination is a set of indicia arranged in a
line, either horizontally in a row, vertically in a column or
diagonally. Other patterns using multiple adjoining segments may be
used, such as an X-pattern or a T-pattern. Alternatively, a
predefined patter of non-adjoining segments may be used, such as
where a win includes matches in a four corners or north, south,
east and west positions.
[0060] Accordingly, it is an object of this invention to provide
systems and methods for implementing mandated parameters and
optimized game play and prizing experience through the selection
and implementation of variable parameters.
[0061] It is yet a further object of this invention to provide an
improved game of chance having a higher level of audience interest
and potential participation.
[0062] It is yet another object of this invention to provide for an
improved electronic games of chance.
[0063] It is yet a further object of this invention to provide for
enhanced modes of game play in association with existing forms of
game play.
[0064] It is yet a further object of these inventions to provide
systems and methods to prevent gambling abuse, such as underage
gambling or to encourage age appropriate game play by utilizing the
lottery infrastructure.
[0065] It is yet a further aspect of these inventions to provide
for an enhanced electronic game play experience.
BRIEF DESCRIPTION OF THE DRAWINGS
[0066] FIG. 1 shows a block diagram of the system for receiving
mandated input parameters, a processor for implementing the
mandated parameters through selection and implementation of
variable parameters, and interfaces to the user and the remainder
of the system.
[0067] FIG. 2 is a block diagram flow chart of various
functionalities performed by the methods, as implemented by the
system.
[0068] FIG. 3 shows a screen of the type particularly adapted for a
broadcast type format.
[0069] FIG. 4 is a flow chart showing options for game play.
[0070] FIG. 5 shows a perspective view of a casino type
apparatus.
[0071] FIG. 6 shows a lottery ticket for possible participation in
a feature broadcast game show.
[0072] FIG. 7 shows a perspective view of a scratch off
implementation of the game.
[0073] FIG. 8 shows graphical depictions of a lottery game termed
POKO.
[0074] FIG. 9 shows graphical depictions of a lottery game termed
Jack-O.
[0075] FIG. 10 shows graphical depictions of a lottery game termed
High-Low.
[0076] FIG. 11 shows graphical depictions of a lottery game termed
The Zone.
[0077] FIG. 12 shows graphical depictions of a lottery game in
miniature form.
[0078] FIG. 13 shows graphical depictions of a lottery game termed
On the Nose.
[0079] FIG. 14 shows graphical depiction of a game termed Blank
Check.
[0080] FIG. 15 shows a ticket containing a participation
number.
[0081] FIG. 16 shows a schematic diagram of an electronic system
for implementation of these games.
[0082] FIG. 17A shows a plan view of a lottery scratch-off ticket
having separate areas for a base lottery game and a second area for
a scratch-off game for entry into the electronically remote game
play system.
[0083] FIG. 17B shows an expanded view of the now exposed scratch
off portion of the game play for entry into the electronically
remote game play system.
[0084] FIG. 18 is a schematic and block diagram of a system for
implementation of the electronically remote game play.
[0085] FIG. 19 is a depiction of a graphical user interface for use
with the electronically remote game play system.
[0086] FIGS. 20A through 20E depict various potential data field
within the remote play system.
[0087] FIG. 21 shows a chronological flowchart for game play
requiring an affirmative indication of remote game play prior to
redemption of the player's prize.
[0088] FIG. 22 is a chronological flowchart of variable game
play.
[0089] FIGS. 23A-23D depict various exemplary graphical depictions
of the game termed Perfect 10.
[0090] FIGS. 24A to D depicts various phases of a rock, paper,
scissors game played utilizing the improvements described
herein.
[0091] FIG. 25A is a flowchart of a system wherein a defined set of
outcomes exists, and player input may determine the outcome.
[0092] FIG. 25B is a block diagram of the components for the system
of FIG. 25A.
[0093] FIG. 26 is a flowchart of a system and method involving
multiple levels of prizing.
[0094] FIG. 27 is a graphical depiction of a screen for a
multi-hand array based bingo style game with the denomination of
Rubik's BINGO.
[0095] FIGS. 28A-H are graphical depictions of a lottery style game
with multiple player interaction.
[0096] FIG. 29A shows a representative display presented to the
user providing multiple individually selectable, variable duration
game rooms.
[0097] FIG. 29B shows a representative display presented to the
user providing information relating to the various game rooms,
including time remaining in the game and the current prize
amount.
[0098] FIG. 29C shows a representative display presented to the
user of the `leader board` for a given game room, displaying the
name, high score and prize
DETAILED DESCRIPTION OF THE INVENTION
[0099] FIG. 1 is a diagrammatic block diagram of one implementation
of the system or apparatus for use in conjunction with the methods
described herein. FIG. 2 shows a decision tree of exemplary
mandated and variable parameters which may be utilized within the
system. These two figures may be considered together to obtain an
overview of the system and methods described herein.
[0100] Mandated parameters may be input to the processing system.
Typically, the mandated parameters are then stored within the
processing system, such as in the mandated parameter memory. The
processor receives and implements the mandated parameters by
selecting among the possible variable parameters for
implementation. As shown, the processor is coupled to both the
mandated parameter memory and the variable parameter memory. The
output of the processor is then provided to the user via the user
interface. The processing system may interface to other systems as
well. The system of FIG. 1 is placed in the larger context of the
overall system, for example in FIGS. 16 and 18, below.
[0101] FIG. 2 provides a decision tree or flowchart diagrammatic
listing of various parameters which maybe utilized in conjunction
with the systems. Parameters may in one context be a "mandated"
parameter and yet in another context a "variable" parameter. For
example, in one game, the lottery may mandate certain prizing
structure, such as the use of a GLEPS structure, wherein other
game, the lottery does not provide such a mandate, but rather, the
system determines to utilize a GLEPS type structure as a variable
parameter. To the extent that the description herein refers to
something as a "mandated" or "variable" parameter, it is to be
understood that the reference is to the particular implementation
then being described. What is a "mandated" parameter in one game
may be a "variable" parameter in another, and vice versa. Further,
while various parameters are listed from the top to bottom in FIG.
2, they need not be implemented in a linear order, or indeed, be
used at all in a given implementation. Any combination of variable
parameters in any order may be utilized to achieve the mandated
parameters.
[0102] Beneath the Input Mandated Parameter description in FIG. 2
comes a first level of decision, that is, whether the game is a
predetermined game, an "outcome" game or a game of skill. If a
predetermined game, namely, one in which a player's actions do not
affect the outcome of the game, the game play may be either
scripted, such as where it is a priori determined, or dynamic, such
as where the game play is variable. If any "outcome" game, namely,
one in which the player's actions can affect the player's
individual outcome, there are the options of simple probability
games, hybrid games which include a combination of skill and
probability, and games of skill.
[0103] Another variable layer of decision includes the game play
parameters. Game selection may be performed by the player or by the
system. For a given game, there are numerous parameters, including
the number of levels in a game, the decision points within the game
and desired duration of the play experience. The play experience
may be varied such as by awarding extended game play, providing
free play awards, advancing a player one or more levels based upon
game play and/or the provision of complex decisions. The game play
experience may be varied by changing the play probabilities. In one
implementation, game play experience may utilize real world
probabilities for the game play portion of the experience, but
utilize other probabilities for the prizing portion of the overall
game. By way of example, a simple probability game such a coin toss
should emulate a 50/50 outcome experience as far as game play goes,
but may be subject to a second prizing phase in which the mandated
parameters can be achieved. For example, a prize board may be
utilized to reduce the prizing payout to conform to the mandated
parameters. Thus, the game play experience can feel as if the real
world probabilities are being achieved, but the lower prizing
payout be implemented as required by the mandated parameters. The
player's win/lose experience may also be varied. For example, if
the player must lose a individual game, the system may elect to
give the user a loss, but one in which they appear to have come
`close` to wining a prize.
[0104] Yet another group of variables include prizing parameters.
Prize allocation may be utilized, such as where the prizes are
allocated by person, by multiple people, by number of plays (1:X),
by source, e.g., retailer, by geography, by time (per day, per
week, etc.) and by game. Prizes may be allocated by combinations of
the foregoing or by hybrid systems wherein certain prizes are
subject to prize allocations but yet other prizes are not. Further,
the prizing may be reset on a periodic basis, such as on a daily
basis, out of the possible remaining prizes so as to give a player
access to the broadest possible cross-section of remaining prizes.
Prizing may be done during the game play phase. For example, an
outcome game may be utilized wherein the player's actions truly
affect the outcome of the game, but constraining the player's
prizing options to those which remain available. Alternately, the
prizing may occur after a game play phase has concluded, the game
play phase typically involving multiple plays or players. The
system may then award prizes based on the player's ranking relative
to other players, awarding the prizes based on time, e.g., the
first 50 players to achieve a certain status are designated as
winners, allocating prizes according to some other algorithm, or
may require further competition to determine the prize winner or
winners.
[0105] Yet another layer of decision consists of the mode of
reveal. A formulaic reveal would be a reveal based directly on the
results of the game. (See, e.g., Perfect 10, FIGS. 23A-D, below).
Alternately, a prize board mechanism may be utilized, providing a
perceived interactive reveal. Finally, a competitive reveal may be
utilized, such as where a leader board is displayed. In one option,
the leader board displayed to players may vary, such as to enhance
their particular game experience.
[0106] Yet another parameter may include whether further game play
is available for enhanced prizing. The player may initially play to
qualify for yet further competition. Optionally, an additional
wager may be required to enter the enhanced prizing round.
[0107] FIG. 3 is a view of one possible display for use in game
play. For example, the depiction may be of a portion of a broadcast
studio with associated game play, such as for television broadcast.
The display 10 may optionally include a logo or other word mark
region 12. The multiple options presented to the players may be
depicted as uniquely designated boxes 14. While shown as numbers in
FIG. 3, the designators for boxes 14 may be of any form, such as
letters, characters or other visual depictions. The display
preferably will include other functional aspects of the game. A
safe level display 16 displays that amount of money or points which
are guaranteed to the player in the event that they can no longer
continue with the game given that they have reached a predetermined
negative level. The total display 18 shows the total amount of
money, points, prizes (cash or non-cash, such as phone ring-tones,
background images, display `wall paper`, points, merchandise,
player's club points, affinity points, e.g., airline miles or other
services such as advertisements or discounts) or other winnings
accumulated by the player. The strike display 220 shows a depiction
of the number of negative events, here strikes, which have
occurred. As shown, the display 10 contemplates three strikes in
the game. As shown, sub box 24 includes a "X" indicating one
strike.
[0108] Display region 26 shows the possible outcomes from the
selection of the mystery box or other denominated decision within a
decision. As shown in display 10, the outcomes of the mystery box
include a multiplier for the monetary amount previously won by the
player, here shown to be a multiplicative doubler of the monetary
amount (shown at 26a), or a negative result, such as a strike
(shown at 26b) or an updating of the safe level (as shown at
26c).
[0109] FIG. 4 is a flowchart of one implementation of the game
format. The game starts with start box 30. Level box 32 indicates
the multiple levels possible for game play. Game play begins at the
first level. The number of levels ends at the first level. The
number of levels may be chosen consistent with the expected prizing
and desired duration of the game. In the event of the broadcast
version, in a half-hour or full hour broadcast format, 10 or 15
game levels may be desired. In contrast, a sixty second or few
minute game may only involve three, four or five levels. Decision
box 34 determines whether the maximum level J has been reached, and
if so, indicates that the jackpot 36 is to be awarded. In the event
that the jackpot is not awarded, it may be rolled over for future
games.
[0110] Returning now to the flowchart, the multiple options 40 are
displayed to the contestant. As shown in FIG. 3, the multiple
options could comprise four uniquely numbered boxes or squares. Any
form of display or random selection may be utilized. Thus, while
the term "display" is utilized, it should be construed in a manner
consistent with selecting, such as where an alternative random
selection method is utilized. One possible alternative is the ping
pong ball draw, such as where the balls are distinguishable and are
drawn by the machine. Yet another selection method could include a
computer generated selection, such as through the use of a random
number generator. Thus, the output of selection box 42 is a
determination of one of the various possible outcomes from that
election or selection.
[0111] As shown in FIG. 4, two positive options, positive option 1
44 and positive option 2 46 are shown. The positive options 44, 46
may represent a monetary amount, a point value or other financial
or prize information. In the preferred embodiment, the positive
options are of an equal amount, though they may be of differing
amounts or of differing types of prize.
[0112] The negative result box 50 may be of various types. In the
preferred embodiment, the negative result 50 may comprise a strike.
Preferably, the game is structured as to permit a predetermined
number of strikes, such as 3 strikes, prior to the player losing
the game. In such a system, the system could update the negative
result tally at box 52, and perform a comparison 54 of the totaled
number of negative events to the maximum number of negative events
allowed. If the comparison 54 indicates that the maximum number has
been reached, then program flow proceeds to box 74 where the player
is awarded the last existing safe level amount, or if no such safe
level amount exists, then whatever minimum prize is indicated
according to the rules. That minimum amount may be 0 or some other
guaranteed amount. Certain lottery systems require guaranteed
low-end prize structure (GLEPS) which guarantee a certain prize or
result for certain contestants.
[0113] The fourth option shown in FIG. 4 consists of the mystery
box 60. In the preferred embodiment, the competitor is given the
option at decision stage 62 whether to reveal the content of the
mystery box. If the player elects not to elect the content of the
mystery box, then play resumes at the same level with four boxes.
However, if the player elects to reveal the content at step 64, the
content may consist of a negative option 66, positive result 68 or
safe level update 70. In the event that the negative option 66 is
selected, the negative result is updated at box 52, with the player
indicated comparison step 54 being performed. Program operation is
the same as for the flow leading from the negative result box 50.
In the event that a positive result 68 occurs, the program flows to
box 48 for an update of the positive result. For example, if the
positive option 1 44 is a monetary amount, the monetary amount may
then be added to prior winnings, or alternatively may be the
entirety of the award which may be won.
[0114] If the safe level update box 70 is selected, the safe level
is updated at box 72. In this way, when the player has reached the
maximum number of events at box 54, the safe level amount 72 is
then provided. After the update of the positive result 48, and
optionally, an update of the safe level 72, program flow returns to
the level selection 32, at which time the next higher level is
selected.
[0115] In the preferred embodiment if the number of negative
results is less than the maximum number of negative results (box
54), then the decision flows to path A, which returns the player to
the decision to select among the available options 42. In the
preferred embodiment, when the player has received a strike at a
given level, the level is reset and played again. Alternatively, in
the event of a negative event, the negative event could be tallied
and the player advanced to the next level.
[0116] FIG. 5 shows a perspective view of a device for use at a
gambling or gaming venue. A housing 80 may include a display 82,
such as a CRT or flat panel display, on which is displayed the
multiple options 84. The other information or designations may be
as described in connection with FIG. 3 and FIG. 4. For example, the
display 82 may include a designator 86 for the amount the gamer is
playing for. A display 88 may visually depict the number of strikes
existing. A selection system 90, such as an array of buttons is
utilized for player input of the desired selection. However, any
mode or manner of input may be utilized. For example, a computer
mouse, voice detection system or other input mechanism permitting
the player to interface with the machine may be utilized consistent
with the goals and objects of this invention. The display may
include a depiction of the total amount then won, or comprising a
safe level. Optionally, a slot 94 for pay back of a player's
winnings may be provided. Alternatively, the payment format may be
of any various mode, such as if players based upon the use of
credit card information, the credit card may be provided with a
credit in the event that the player is a winner.
[0117] The displays of FIG. 3 and FIG. 5 may be of various types
and resolution. For example, certain of the displays may be in a
standard resolution format, whereas others may be in a high
resolution format. Certain of the displays may show a graphical
image, whether static or dynamic, and yet other displays may show
textual information. Combinations of any of the preceding, e.g.,
text on certain displays and high resolution dynamic images on
other displays, may be utilized.
[0118] In addition to visual displays, voice prompts may be
provided, such as where the contestant is prompted to enter
information or is otherwise cued to provide a responsive action.
Voice input to the system is also feasible.
[0119] FIG. 6 shows a ticket 100 having a front face and a back
face. The ticket 100 may include textual data such as state lottery
or may include other graphic indicia indicative of the game. In one
implementation, the lottery ticket 100 includes a means or
mechanism for the players to be selected for inclusion in a
broadcast in the underlying game. A scratch off layer 106 is
deposited an operative portion of the ticket, which, when removed,
reveals images. As shown in FIG. 6, the scratch off layer has
already been removed from the left and center images, depicting the
television sets. Thus, if the player were to possess a card 100
that had three television sets, that may form the basis for their
participation in the broadcast game show, or to permit them to
participate in the selection process leading to a further game,
such as the broadcast game. By way of example, having a lottery
ticket with three similar images may permit the player to be
entered into a drawing or other selection mechanism for game
play.
[0120] The images 104 and game play associated therewith may be in
addition to the game play of a lottery, such as designated by the
numbers 108. Thus, if a player purchases a ticket and receives
numbers 108, they may be additionally entitled to play the game
depicted by the graphics 104 for possible play on a future lottery
game show. In this way, interest in a future lottery game may be
created through game play on an existing lottery.
[0121] As shown, the ticket 100 optionally includes a bar code 112.
As shown, the bar code 112 is disposed on the backside of the
lottery ticket. The bar code 112 may be placed wherever desired. In
operation, the machine readable bar code may be utilized for
tracking or other monitoring purposes.
[0122] FIG. 7 shows a perspective view of a ticket or card 120
representing a scratch off version of the multilevel game. Card
stock or other substrate 120 has printed thereon an indication of
the various levels of the game 122, such as 1, 2, 3 . . . 15. The
player is presented with multiple regions 126 for scratch off. As
shown, the player having scratched off the first box at level 1
revealed a winning prize of $2.00 at level 2, the player selected
the second column, which results in a strike or X. At level 3, the
player revealed the right most scratch off, revealing a winning
number of $3.00. At level 4, an X was revealed in the third column.
At this point, the player has two strikes. The player has then
further elected at level 5 to reveal the scratch off in the first
column. Thus, at this stage, the player has $7.00 of revealed
winnings and two strikes. At this stage, the player could elect to
discontinue play. The ticket may then be brought to a redemption
center and receive the money in exchange for the ticket. In the
event that the player continued to reveal obscure information, and
that the predetermined number of negative events, such as 3
strikes, was reached, the ticket could become void and no
compensation could be provided.
[0123] The games of this invention may be adapted to an on-line
selection format, such as where a potential player purchases a
lottery or lotto ticket at a retail vending location. The player
may be prompted to provide their selection of numbers, such as
where they provide one of four numbers for each level. That
information may then be passed in an on-line manner to the lottery
system. Optionally, game play on the television or other broadcast
media may be used for game play by the viewing audience. For
example, the game play of successful game play at a given level may
be compared to the player's selections previously made through the
on-line process. Improved audience viewing levels of a game of
chance could result.
[0124] The game described herein may be played in any variety of
formats. For example, the game may be played in a 30 minute or 1
hour television broadcast type format. Alternatively, the game is
adaptable to a short, e.g., 60 second, format. Game play may be
done in a broadcast mode, such as through in studio participation,
either live or taped. Alternate modes may be utilized, such as in a
gaming or gambling establishment. Game play may be over a network,
such as the Internet or an Intranet. In an Internet game the player
may provide credit card information or otherwise have an account
with a monetary stake, and that amount may be increased or
decreased as the player wins or loses. Alternatively, instead of
money, the player may play for points.
[0125] Contestant selection may be done by any number of modes or
modalities. For example, as described in connection with FIG. 6, a
scratcher type ticket approach may be utilized. Alternatively, an
online ticket may be utilized wherein during the printing of the
play slip (to reflect the numbers either selected by the customer
or generated by a quick pick). In an alternative implementation,
Internet play, such as the high score may be utilized to select
future contestants. In yet another implementation, a real time
selection may be utilized, such as where a player is on the net and
is selected by the system for future game play.
[0126] FIG. 8 shows various graphical depictions relating to a
lottery game. The game is termed "POKO", but may be variously
named. In a first step, a player "buys in" or otherwise pays for
access to the game, either by affirmatively providing a wager
amount, or by accepting a preset amount as a buy in. The acceptance
may either be through an affirmative act, such as through payment
of an amount at an in-store, on-line location, or through other
forms of remote game play, such as by clicking or otherwise
accepting or entering an amount into a computer or communications
device, or merely through acquiescence and continuing game play
(especially where a preexisting credit account or other ability to
determine credit worthiness is utilized).
[0127] After having received the player's buy-in, the system
randomly selects multiple indicia from a predefined set. In one
embodiment, the predefined set may comprise a set of numbers, such
as 1 through 10, and the number of indicia selected may be 5. As
shown in FIG. 8, the graphical indicia may constitute numbers,
further being depicted on an image of a ball, most preferably a
ping-pong type ball, and may optionally include audio sound
effects. In addition to, or in lieu of numbers, graphical images
may be utilized, including classic card images including Ace, King,
Queen and Jack. Since a physical card deck is not utilized to
select the multiple indicia, but rather, a random selection is
utilized, it is not possible for the player to "count cards" in the
game.
[0128] After the various indicia, e.g., a set of first numbers, is
selected, they are provided to the player in some graphical
depiction. The mode of presentation of the graphics may vary, and
the mode of presentation may be selected consistent with the
communication bandwidth available. For example, if the game is
played over a wireless device, especially one using a text
messaging service, such as SMS or equivalent service, the graphical
depiction may be merely of the number or other alpha numeric
character supported by the display set of the device. For example,
when playing POKO, the display may show 77777 indicating the
player's numbers, or may optionally also include the display for
the house. Characters may be displayed all at once or over some
period of time. In systems permitting download a relatively higher
bandwidth environment, the graphical depiction may constitute an
image of the indicia, such as a number, on a ball, such as a
ping-pong ball. The indicia may be displayed to the user on a
screen, such as when the game is played over a computer network
(wired or wireless), or may be printed on paper or other support
media such as when a player purchases a ticket from a business
establishment (retail location, kiosk or other commercial location)
utilizing an on-line ticket dispensing system. Alternatively, the
numbers may have been picked beforehand, printed onto a support
medium and obscured, such as through the use of a scratch off
layer.
[0129] The player now having received their numbers or indicia, the
game proceeds to the selection (predetermined or random) of a
second group of multiple indicia from the same predefined set.
Thus, in one embodiment, the "house" (also variously referred to as
the system or equivalent terminology) could select an equal number
of indicia, such as by selecting five numbers. Preferably, the mode
of display of the second group of numbers is similar to the first.
Thus, as shown in FIG. 8, the ball indicia are utilized for both
the first set of numbers (the players) and a second set of numbers
(the house). Next, the first set of indicia and the second set are
compared in order to establish a winner under a predefined set of
rules. As shown in FIG. 8, a "POKO" may consist of all indicia
being identical, such as where five 7's are drawn. In relative
order, five of a kind would be four of a kind, which in turn would
be a full house, which in turn would be three of a kind, which in
turn would be two pairs, which in turn would be a single pair,
which in turn would beat a high ball. As shown in the graphic of
FIG. 8, if the player's hand consisted of a 9 4 9 9 9, and the
dealer's hand consisted of an 8 8 8 8 7, each player having four of
a kind, the player would win given that their number is higher.
[0130] Finally based upon the outcome of the winner determination,
payment is provided, as appropriate. In one implementation, any
POKO winner could share the overall jackpot. Other winning hands
may be paid out with a fixed amount. For example, those having five
a of a kind may receive $100, those having four of a kind receiving
a smaller amount, e.g., $50, and so on.
[0131] While the foregoing description utilize the winning hand
determination of poker as the defined set of rules, other existing
game rules may be utilized as desired. By utilizing a truly random
mechanism for selecting the indicia, the game becomes one of
chance, as opposed to having a component based upon skill. Further,
by utilizing a graphical depiction drawn from the conventional
images associated with a random draw in a lottery, the game
achieves more of a look and feel of a lottery, as opposed to a game
of skill.
[0132] While described, above, for one player, the game may be
expanded to an arbitrarily large number of players. When the game
is played in a real time environment, such as over the television
or other communication network (wired or wireless) the game may be
played at predetermined times. For example, the game may be played
every 15 minutes on the hour, once a day, etc. Optionally, a
portion of the collective monies being wagered may go into the pot.
In this way, there is the possibility of a carry-over amount, and
the possibility of a "lottery fever". In yet another aspect, the
game permits multiple purchases of entries. For example, a player
buying tickets at a retail establishment may purchase a first
ticket and only receive a "pair" of matching numbers. The player
may continue to purchase additional tickets until receiving one
that the player believes may be sufficiently valuable to have a
acceptable chance of success. Such an arrangement may be performed
either through a standard quick pick arrangement or via a scratch
off. In contrast to a conventional lottery number selection scheme,
the player must be precluded from selecting their own numbers in
this game.
[0133] In yet another aspect, a push/pull system may be utilized.
In such a system, the main system initiates the contact with the
prospective players, such as by sending an SMS message or email.
The player may then elect to participate, or not. In the event that
the system provides information to the prospective player about
their possible numbers, then the system may require a variable
level of payment, such as where the system charges a first amount
if the player elects to pass, in a second, higher amount, if the
player elects to participate in the game.
[0134] FIG. 9 shows a depiction of a lottery game termed "JACK-O".
As shown in FIG. 9, a target number is randomly selected from a
first range of numbers. The range of numbers includes a minimum
number and a maximum number. For example, a typical range for the
target numbers could be from 20 to 50. The player or the "house"
(the system implementing the game) may select the target number. A
graphical indication of the target number is presented to the
player.
[0135] Next, a number is randomly selected for the player, where
the number is selected from a second range, the range having a
minimum and a maximum number. The maximum of the second range is
equal to or less than 1/2 of the minimum of the first range. By way
of example, if the second range is from 1 to 10, the first range is
at least 20. Game play continues by receiving an indication from
the player as to whether to draw again. If the player elects to do
so, a next randomly selected number from the second range is
presented to the user. The cumulative amount of the draws is
titled. This step is repeated either until the player declines to
draw further or the title exceeds the target number. In the event
that the player declines to draw, the system randomly selects
numbers from the second range, accumulating those numbers and
comparing the total to the player's accumulated total amount. The
winner is the one who has the highest total closest to or equal to,
but not exceeding, the target number.
[0136] In yet another aspect of this invention, the player may be
advised upon the option for a draw that there is a possibility of
going over the target number. Further, the system may optionally
provide an indication of the odds of exceeding the target
number.
[0137] In one implementation, this game could be played in an
interactive mode. Computer or other communication access could
permit effective game play. Multiple players may play in parallel
against the house, with the display for the other players being
included upon all player's screens. While the main implementation
contemplated includes a graphical display, yet other forms of
conveying information to a player may be utilized, e.g., by
providing the information audibly to the player, such as via the
telephone or other speaker arrangement on a communications
device.
[0138] Various aspects of enhanced game play and novel game are
disclosed. In a first aspect, the game play method and system
provides for the playing or running of a parallel game or ancillary
game along with a first or primary game. For example, during the
real time ball draw for a lottery, the improved game play could
involve running a parallel or ancillary game along with the ball
draw. One implementation could involve a first ball draw, followed
then by game play by a contestant such as predicting whether the
next ball drawn could be of a higher or lower number, or would be
odd or even.
[0139] In one implementation, the master of ceremonies could advise
the player which of these options had a better probability of being
the outcome, thereby making the ancillary game more a game of
chance as opposed to a game of skill. Optionally, scoring may be
done, such as where one player or audience participant is scored or
ranked relative to another player or participant.
[0140] FIG. 10 shows a graphical depiction of a game termed "HIGH
LOW". The game is played along with a first lottery selection of a
series of randomly selected numbers. For example, the instant game
could be played in conjunction with a ball draw of six randomly
selected balls bearing unique numbers for purposes of a traditional
lottery game. The instant game then includes the step of receiving
an indication whether the second ball to be randomly drawn in the
base game will be higher or lower than the first draw. The player
may continue through the game so long as there prediction as to
higher or lower is correct.
[0141] In one implementation, the monetary award to the player may
be based upon the number drawn in the base lottery. For example, if
the first ball drawn in the lottery is 17, the potential prize
award amount could be some multiple thereof, such as $17,000.00. If
the next number drawn in the base lottery is 35, and the player as
guessed "higher", then the 35.times. the multiplier, e.g.,
$35,000.00, may be added to the prior total, raising the potential
winnings to $52,000.00. Of course, monetary amounts can be deducted
for incorrect answers.
[0142] The game may be played in real time, that is, simultaneously
with the base game, where the input mode permits essentially real
time input. For example, input via a computer system or other
communication system (wired or wireless) may be utilized.
Alternatively, the selection of high/low may be made prior to the
selection of the base numbers. The selection of the high/low may be
made affirmatively by the player or may be done by a quick pick
method. As shown in FIG. 10, a ticket may include an indication as
to when the base game will be played, e.g., Jun. 27, 2001, at 7:00
p.m. And indicates the series of high/low outcomes. By running this
game in parallel with the base lottery selection, viewer interest
in the base lottery drawing is prolonged. Optionally, yet another
option to win based on the full outcome of the base lottery
selection may be provided. For example, the total number of
"higher" ball draws may be rewarded. Alternatively, the final sum
of the various ball draws may be rewarded.
[0143] In addition to monetary awards, the result of the game play
may result in other opportunities or prizes. For example, the
winner of the corollary or ancillary game may be placed in a pool
for a drawing to be on a subsequent television or other broadcast
show, such as a subsequent base ball draw. Systems and software
currently exist, such as those supplied by Gtech, which permit the
real time monitoring of the number of players holding tickets or
participation interests which are still potential winners. In
connection with the high/low game, the system may also monitor in
real time the number of players of the high/low game who remain as
potential winners.
[0144] FIG. 11 shows a graphical depiction of a game entitled "The
Zone". The game is intended to be played in conjunction with a
lottery type ball draw, that is, a drawing involving a random
selection of a series of numbers. Typically, the series of numbers
for the ball draw is in the range from 1 to 49. The maximum total
of the numbers in the ball raw may be determined. Where the numbers
are sequential, summing of the six largest numbers (44 to 49) is
279. The minimum number (summing 1 through 6) is 21. The player
receives a randomly generated number. The number may be provided
through a quick pick scheme, through a scratch off of a preprinted
ticket, or by transmission of the selected number over a
communications network (wired or wireless).
[0145] The random selection of a series of numbers for the base
lottery then proceeds. The numbers for the base lottery are then
tallied. Prizes are assigned or awarded to players based upon a
schedule. For example, if the player's number equals the lottery
total, the maximum prize could be awarded, e.g., $100,000.00. If
the player's number is 1 away from, preferably 1 less than, the
lottery total, a lesser prize is awarded, e.g., $5,000.00. The
prize amounts continue to decrease as the difference between the
player's number and the lottery total increase. Optionally, no
further prizes are awarded once the difference between the player's
number and the lottery total exceeds a certain number, e.g., 10
away. In the preferred mode of play, prizes are awarded only to
those who have a player's number not exceeding the lottery
total.
[0146] FIGS. 23A-D depict graphical displays for a game arbitrarily
termed Perfect 10.
[0147] FIG. 12A shows the prizing structure in one implementation.
As shown, the score of 10 results in awarding of the top prize,
e.g., a monetary amount relatively larger than the middle and lower
tier prizes, or some non-monetary prize generally deemed to be of
greater value. Achieving a 90 results in a lower prize, such as a
monetary amount, as shown being $2.00. An 8 may result in a prize
deemed generally to be of yet lesser value compared to the 10 and 9
level prizes, for example, free play of the game. The display of
the prizing structure is optional, or may preferably be displayed
to the player upon their first instance of game play, but
suppressed or otherwise not displayed in subsequent game play. FIG.
12B shows the beginning of game play, wherein the first number is
displayed to the player. As shown, the number 3 is shown, as well
as optionally showing the total or sum of the numbers provided to
the player. FIG. 12C shows the display including the second number,
here shown to be 4. The sum or total is optionally displayed, and
here is the number 7. Optionally, the player may be advised of the
amount required on their third number in order to win. FIG. 12D
shows the graphic including the third number, here number 1. The
total for the three numbers is 8. Based upon the prizing structure,
the player is entitled to a free play. The game permits a slow
reveal of the win or loss status for the player. Further, it
invites multiple plays. Finally, the player must stay in the game
until the end to learn of their win/loss status. The game is
particularly well suited for play in a text based communication
environment, such as with a SMS or simple messaging system.
[0148] FIG. 12 shows a graphic depiction of a game show format,
preferably played in a "miniature" format, namely, less than 10
minutes, more preferably less than 5 minutes and most preferably,
in 3 minutes or less. In order for a person to participate in the
show, home players may qualify to play via a communication path,
such as telephone, internet or other wired or wireless
communication device. Typically, a predetermined number of people
will qualify to play from home on the television show. Preferably,
the on-air participants are selected to ensure quality game play
and programming. The in-studio contestant is then asked a series of
"super match" questions against a clock as a stake setter. The
contestants are paid off for each correct answer they give, the
game optionally limiting pay-off for any 1, 2, 3 answers.
Contestants must answer the same as a contestant in order to remain
in the game. Players are eliminated if they do not provide the same
answer as the contestant. Optionally, at the end of the
predetermined time, the contestant may keep their money or try to
multiply it by a multiplier factor, e.g., 5 times. Out of the
remaining home players who have answered as the in-studio
contestant, a player will be picked, preferably at random. The
remote contestant then must match the player in a head-to-head
match.
[0149] FIG. 13 shows a graphical depiction of a game entitled "On
the Nose". In this game, the house draws a target number from a
universe of numbers, e.g., 20 to 50. One or more players draw
numbers from a universe from 1 to 10. Players attempt to hit the
target number on the nose without going over that number.
Optionally, the player may freeze, that is, decline further draws,
if they are within a predetermined amount from the target number.
For example, the predetermined number may be 1, such that if the
player is 1 away from the target number they may elect to freeze.
The system (house) then draws in an attempt to beat the players. If
the house hits the target exactly, the jackpot rolls over. The
house will continue to draw at least to within the same
predetermined distance from the target number as applies to the
player. While any number of pay-out schemes may be utilizes, one
preferred method is to share the jackpot amongst those hitting the
target number on the nose, and to give those players who were
within the predetermined distance from the target number an
incentive for future game play, such as a free game play or reduced
entry fee play.
[0150] Current lottery systems are often implemented in an
"on-line" environment. That is, the sale of a lottery ticket, and
the numbers corresponding to that ticket are, received by and
stored in the overall system prior to the actual drawing of the
lottery numbers. Thus, prior to the drawing of the lottery numbers,
the system may determine how many tickets have certain combinations
of numbers. That information may then be utilized for ancillary
game play or for another purpose, such as for a secondary, random
number generator. The following table provides exemplary numbers.
For example, if the #1 ball is 28, there may be 22,316,429 people
remaining. After the second ball draw of 15, there may be 6,562,156
remaining. The table then continues on through the sixth hall draw
whereupon only two people remain
TABLE-US-00001 Ball Number # of Players with Numbers 1 28
22,316,429 2 15 6,562,156 3 9 171,025 4 25 3,790 5 49 83 6 31 2
[0151] The absolute number of players remaining may be utilized
directly. For example, either the absolute number may be utilized,
for example, is the number higher or lower than a predetermined
number, or some portion of the number may be used. For example, the
last digit may be compared to the prior last digit as to whether it
is higher or lower. For at least the first number of ball draws,
the last digit should be substantially random. In this way, a
secondary random number generator is provided. The data regarding
the number of players remaining may be used indirectly. For
example, the contestants may indicate the number of occurrences of
a given digit, such as the number of occurrences of a given digit,
such as the number of 9's in a given number. Thus, those who had
wagered that there would be one 9 in the number of players with the
given number would be winners as to ball draw #1. In this way, game
play is based upon the numbers of remaining players as determined
in substantially real time. In yet another mode of game play,
players may be awarded a certain amount of money for every
predetermined digit. For example, a player may select a 4 and then
for every 4 being revealed during the game, the contestant wins a
predetermined amount, e.g., $25,000.00 for each occurrence. Thus,
utilizing the data in the table above, the contestant could win
$25,000.00 after the first ball draw because of the occurrence of
one 4, but would not win further in this aspect as no further 4's
arose. Viewer interest in the underlying lottery draw may be
maintained as the players continue to potentially win through to
the end. Thus, even if the viewer has "lost" on the underlying
lottery, they may still be incentivized to watch where each new
ball draw generates an event which may lead to a further win. In
yet another implementation, the numerical data relating to the
number of players remaining may be categorized for the number of
draws which ended up with numbers that were odd or even.
[0152] FIG. 14 shows a graphical depiction of a game entitled
"Blank Check". A player is provided with a series of numbers,
typically five numbers, corresponding to a monetary amount. The
digits are randomly selected from the set from 0 to 9. In the
example of FIG. 11, the player amount is 84,334. The game proceeds
with a sequential random selection of numbers from the same range.
As shown in FIG. 11, the sequence of selected numbers is 84337. For
the first four digits, the player was still in the game.
[0153] In yet another aspect, the game play includes the use of
contestant game play to determine lottery numbers. For example, a
contestant may be blind folded or otherwise be made unable to see
various options. The person then selects from among the various
options as the means by which the random lottery numbers are drawn.
One example could comprise a blind folded contestant selecting
objects.
[0154] In yet another aspect, this invention relates to an
interstitial game show. Main or regular programming, such as is
broadcast on a given evening during prime time on a broadcast
network could additionally include multiple interspersed, typically
short, segments relating to game play. In the preferred embodiment,
the game play could be for a relatively short period of time, for
example, 1 to 2 minutes. For example, at 8:00 an initial round may
be played prior to the beginning of prime time programming. Normal
programming could then resume through the remainder of the 8:00
hour. At 9:00, a second short segment may be played. The play may
continue at later times, such as to culminate at a show at 11:00.
Possibly, the short segments could not necessarily be shown at a
predetermined or predeterminable time as far as the audience was
concerned. In that way, viewers who wish to see the progression of
the game segments could need to continue viewing that channel, or
at least, return to the channel fairly frequently. Optionally, the
game play may be progressive from one interstitial game segment to
another. Players may be presented with the option of stopping play
or continuing.
[0155] In yet another game format, the show could include a display
having an underlying image, with that image being at least
partially obscured by overlying image regions which differ from the
underlying image region. A contestant could be given a time limit
in which they could be presented with information relating to a
suggestion or a clue relating to an overlying image region, which
if the player responded correctly, could be removed so as to reveal
that portion of the underlying image which was below the overlying
image. The suggestion or clues may be related to the underlying
image or may merely be unrelated suggestions or clues with respect
to that particular overlying image region.
[0156] Yet another embodiment of game play provides for the
repurposing of an existing taped game show. The previously recorded
game show could be segmented into subsets of issues, for example,
presentation of questions or answers (as in the case of Jeopardy),
those issues could be presented to one or more players, a response
could be received from those players, and the answer could be
compared to the correct answer. Scoring could then rank players
relative to one another or to indicate the amount of the prize. In
yet another game play implementation, one or more contestants could
be presented with multiple images upon which predetermined data had
been assembled. For example, images of five actresses may be
presented to the player and the associated data could comprise
opinion polling information as to whom the audience thought was the
most attractive. The players could then play against each other to
eliminate the images which they believe do not correspond to the
most popular or number one response. The players could alternate
until one player remained. In a second round, individual play, as
opposed to play between contestants is utilized. Again, the player
attempts to eliminate those answers which were other than the most
popular answer of the audience. Alternately, the game may be set
where the player may match the most popular answer.
[0157] In yet another aspect of enhanced game play, audience
participation via an interactive video display, such as a computer
connected over the Internet, or via an interactive television
arrangement, may participate in the program.
[0158] The advent of electronic access to games has raised the
serious issue of under-aged player participation. Controlling
access by under-age players accessing a game over the Internet or
other communication device, e.g., pager, cell phone, wireless
application protocol device, SMS device, etc., has proved to be
difficult. The inventive method and apparatus may be understood in
connection with FIG. 15. A ticket comprising cardstock or other
substrate or support media is provided with various printed matter.
For example, the ticket may identify the various game, such as a
lottery, and indicate that it is a lottery electronic access
ticket. The ticket could provide a participation number, such as a
pure numeric indication or alpha-numeric indication. Preferably,
the ticket could have an indication of its value or purchase price.
Optionally, date and time information may be provided. Having
purchased the ticket, the presumably age qualified bearer of the
ticket could then access the game, such as by addressing a website
or by otherwise communicating with the game location. The player
could be prompted or otherwise permitted to enter the participation
number, such as by typing or keying it in. Game play could then
proceed once the system had verified that the participation number
was a valid participation number. Optionally, where the ticket is
obtained from a retailer having an on-line ticket printing system,
the participation number could be activated only upon the actual
generation of the ticket bearing that number. If the participation
number is valid, and a monetary amount remains available to the
player, game play is permitted to proceed. The player is then
provided with an indication of whether they have won, and if so,
the amount. The monetary amount remaining on the card may be
updated, such as by deducting losses or crediting wins. Optionally,
the method includes the step of presenting the ticket bearing the
participation number to a physical retail location, which may then
access the system through its on-line connection, thereby verifying
that the game play associated with the participation number is to
be compensated.
[0159] In one aspect of this invention, the entertainment value of
the retail purchase may be increased. For example, the tickets may
contain variable information, either obscured or not obscured,
regarding the electronic play. In one aspect, the amount of prize
that the player can win could be presented. In the case of on-line
ticket distribution, this amount would not need to be obscured, but
could be obscured such as by a scratch-off strip in the case of a
preprinted ticket. Yet another variable which could be utilized
relates to the level of difficulty of game play. Yet another
variable could be an indication of which of a plurality of games
could be played by the player, e.g., POKO, LOTTO, The Zone,
etc.
[0160] FIG. 16 shows a schematic diagram of an overall system for
use in performance of the games described herein. A processor is
coupled to one or more player participating via an electronic
communication system. For example, a player may participate through
a wireless device, such as a cell phone, personal digital
assistant, pager, messaging system or any portable wireless unit.
Yet an alternative communication path may be through the
conventional wired telephone network. Communication may
alternatively be made through a cable network, such as where a
computer or interactive television is provided. User input could
typically be generated by a key pad, such as through a full sized
key board or through a smaller sized remote input unit. In yet
another mode, the Internet may be used as a communication path,
typically coupling to a computer having a communication device,
e.g., a modem, a microprocessor and associated storage.
[0161] The system also preferably includes a connection to a
physical vending location for providing tickets. Preferably, the
system includes an electronic communication between the system,
e.g., the processor, and a on-line retail vendor. Preferably, the
vendor possesses a ticket printing system which can print the
tickets based upon input from the processor. The processor in turn
potentially communicates with a number of databases, including
possibly the lottery databases. A ticket database could contain at
least information regarding the tickets sold and the associated
information (e.g., the numbers selected for a lottery game, the
amount of value associated with a ticket purchased, the amount
associated with a prize, information regarding a game to be played
or the level of difficulty of the game). In order to permit real
time game play, the system could have a input path permitting entry
of data from a live event, such as a televised ball draw.
Optionally, the system also couples to a substantially real-time
lottery information system, such as the fast-track system whereby
ancillary games based upon the fast-track data may be played.
[0162] In yet another aspect of this invention, the previously
described games may be played either as probability games (where
the outcome of the game is determined based upon the actions of the
player) or as a predetermined game (where the "winning" status of a
particular game play is determined prior to the player's
participation or other game play). As described previously, the
game JACK-O was a probability game in that the user's election of
whether or not to draw was a factor in determining the outcome of
the game. JACK-O could be implemented as a predetermined win game.
The system could determine whether, and in what amount, the player
could win. The system could then force that outcome, such as by
presenting a certain number to the player based upon the ball draw.
Thus, while game play may appear "random" to the player, the system
could act in a manner so as to cause the predetermined outcome.
Optionally, game play may include steps which aid in achieving the
desired outcome, such as by requiring the player to draw when their
tally is within a predefined number (e.g., less than 5 away) from a
target number.
[0163] FIGS. 17A and 17B show representative examples of
scratch-off lottery tickets, FIG. 17A showing the overall ticket
including multiple obscured areas. The central obscured area may be
of a classic scratch-off lottery type ticket. The second
scratch-off region relates to the electronically remote game play
aspect of the system. FIG. 17B shows a blow-up of that portion,
after the ticket having been scratched. As shown, the ticket
includes variable information as to the potential prize amount for
which the player can play in the electronically remote system. As
shown, the $1,000.00 prize matches at two scratch-off locations,
and accordingly, the player could be entitled to play the
associated electronic game for that amount. The player is
instructed on the electronic contact information, here shown to be
an internet access via a website lottery.com. In one aspect, the
instant inventions relate to providing a lottery ticket which
contains variable information about a second or auxiliary game
beyond the base lottery game. The information may be variable as to
the prize amount, as shown in FIG. 17B, the form of the prize
(e.g., cash prize, points based prize, goods or services as a
prize), the amount of the prize, or some other factor such as a
multiplier of a prize amount. Another variable information
component may be identification of the game to be played. For
example, the scratch-off may reveal that the ticket holder is
entitled to play an electronic version of POKO, HIGH-LOW, etc. Yet
another variable component might constitute the degree of
difficulty of game play, the level of game play at which the player
can begin game play, and/or an indication of a bonus set of points
or other form of advantage in game play. While one or more of these
variable factors may be revealed through scratch-off of the lottery
ticket, they may also be revealed solely through the electronically
remote game play. For example, it may be revealed to the player
that they will be playing the POKO game electronically, that the
amount for which they are playing may not be revealed. Thus, in one
aspect, a lottery game is augmented by having an additional game
associated with it wherein at least one attribute of the second
game is variable, whether as to the prize, the game to the played
or the degree of difficulty of the game, all as stated
previously.
[0164] FIG. 18 is a schematic and block diagram of one version of
the system for implementing game play of the form described herein.
Original vending of the tickets may proceed through any number of
channels. For example, an online retail vendor unit 202 may be
utilized when a computer generated play slip is required. Such
systems may be utilized to enter a player selected number or for a
quick pick operation. In the case of a scratch-off product, an
online system is not necessarily required, as the vendor may merely
provide the physical product to the customer. Optionally, the
vending of the physical ticket product may be scanned or otherwise
notated by the vendor, and that information that the ticket has
been sold may be provided to the processing system to be described,
below. Alternatively, lottery kiosks may vend the tickets or other
computer generated play slip. As yet another alternative, the
delivery of the ticket or corresponding information may be made
through the internet or other electronic communication modality. As
shown, the online retail vendor location system may further include
printers 204 and scanning systems 206, such as a bar code scanning
system. A communication network 208 interfaces the various vendor
locations with the processing system 210. The processing system 210
may include various functionalities, such as the play server 212
and the lottery server 214. The play server 212 may be, for
example, a web server for hosting the website accessed by the
player. The lottery server 214 may be a separate server or computer
which interacts with the various vendor locations. While shown as
separate systems, the play server 212 and lottery server 214 may be
part of the same computer or computer system 210. The particular
form of implementation of the overall system may be varied as is
well known to those of ordinary skill in the art. By way of
example, a server could typically include a processor, such as a
microprocessor, local memory, mass memory (such as disk based
memory), and program memory. The required inputs, e.g., inputs for
entering the parameters (game play parameters and prizing
parameters) and outputs could be available, e.g., printers, visual
display generators, audio generators, as is well known to those
skilled in the art. As shown, the play server 212 interfaces with
the lottery server 214 over a communication path 216. The
communication path 216 permits bi-directional data flow, control
flow and other signal flow between the various functional parts of
the computer system 210. The computer system 210 may interface with
lottery real time information memory 220, such as being provided
through the use of a random event generator 222 or live ball draw
224. Financial data memory 226 may contain various financial or
accounting data on the players. Finally, the ticket database 228
also interfaces with the computer system 210. The ticket database
may contain any of the various information relating to game play,
as described throughout the specification. A bus 230 is shown
interconnecting the various memory components 220, 226 and 228,
further coupling to the computer system 210. The particular bus
architecture may be varied to meet the system requirements as are
well known to those having ordinary skill in the art. The contents
of the various memory systems 226 and 228 are described in greater
detail in connection with FIGS. 20A through E, 21 and 22.
[0165] The player may engage in the electronic game play through
any number of modes of entry. Computers 240 may access the system
via the internet 242 or other communications network. An
interactive TV system 246 may interface with the system 210 via a
cable network 248. A wireless display enabled device 250 may
communication with the system 210 through a communication network
252. Any form of electronic communication enabled device may be
utilized, whether wired or wireless, such as a cell phone, personal
digital assistant, pager, messaging system, wireless application
protocol (WAP) system, WiFi system, an integrated hand-held game
device, possibly comprising an integrated device having game play
features, as well as optionally cellphone, web browsing, radio,
digital music playing or other functionalities, a game equivalent
of a digital device for downloading entertainment, e.g., an iPod
like device, or other form of communication tool. Any form of
communications protocol may be used, SMS, GSM, CDMA, 3G, 4G or 5G.
Preferably, the system includes a graphical display capability,
most preferably including the ability to display both static and
dynamic images, preferably at variable degrees of resolution,
ranging from low resolution to normal resolution to high
resolution. FIG. 18 includes a depiction of a conventional wire
line telephone 254 and a wireless phone 256 both communicating
through a telephone network 258 to the computer system 210. The
interaction of the system with the user may be both visual and
verbal, or in any other mode or manner a device is capable of
interacting with the user, such as a vibrating pager or other force
device. An oral message might be, for example, to encourage the
play to play the next game, `oh, you were so close on the game. Do
you want to play again?` A communication path 260 to the system 210
is provided for any other form of communication device. Yet another
method and apparatus for revealing a `close lose` could be where
the player is advised of the winning outcome (after their game
play), such as where after the player plays, the system could
reveal a previously obscured outcome of a valuable prize, e.g.,
reveal the next square `oh, it was a $1,000,000 winner`. In this
way, the player may feel that they were close, and may be more
likely to maintain interest in the game. The system and methods
should preferably attempt to provide a realistic game play
experience from the standpoint of probability, such that the player
should not be given a `close lose` on every play. Just as game play
can appear unreal or unnatural when a low probability negative
outcome is forced by the system, so to when the perceived positive
outcome occurs with a frequency that is substantially, e.g., more
than 20% of the time, more particularly more than 10% of the time,
and most particularly more than 5% of the time greater than the
unforced statistical outcome.
[0166] FIG. 19 shows a graphical depiction of a possible user
interface in an internet context. A field or region is provided
wherein the player can enter their ticket identification number. A
player may play even though not registered. However, a player may
desire to be a registered user so as to participate in additional
features or functionalities, such as to participate in a frequent
player's club. Provision may be made in the interface to permit
registration online.
[0167] FIGS. 20A through E depict various types of data fields and
particular data which may be stored within the system, whether in
the computer system 210 or in one of the various databases or
memory systems, such as the financial data memory 226 or ticket
database 228. The depiction of particular data or data fields in a
given subfigure is not material, they have been separated for ease
of depiction in the figure.
[0168] A ticket identification number (TIN) could be provided on
the ticket possessed by the player. While the term ticket is
utilized here, it will be appreciated that any form of
communication of the identification number may be made, such as
where the identification number is otherwise printed on a piece of
paper, supplied through an electronic display or otherwise.
Additionally, while one implementation includes a lottery game as
the base game, the electronic remote game play of the instant
inventions may be utilized with the lottery game, or completely
independent of a lottery game. For example, a business wishing to
run a promotional game may provide players with identification
numbers for their use in the game sponsored by the business. Thus,
while the term ticket identification number will be utilized
herein, it will be appreciated that the identification number is
the information to be utilized, and that the reference to the
ticket merely references the medium on which the particular
identification number has been conveyed. As shown, the
identification numbers are provided sequentially, while they need
not be. The identification number may include encrypted information
or may be subject to an accuracy check, such a mod 10 check or
redundancy check.
[0169] The ticket database 228 contains information on the various
tickets, including their win/loss status, and the amount of win, if
any. In one aspect of this invention, prizing structures may be
imposed upon the set of game play possibilities, such as the total
listing of the ticket identification numbers. The system could
typically include an input to receive a specification of the gaming
structure. Implementation of the gaming structure may be effected
by processing, such as performed by the lottery server, or a
separate server. The prizing structure is applied against the
potential ticket plays either prior to the initiation of game play
by any player. The set of wins and losses is then completely
existing prior to any game play, and therefore may be more
acceptable to lottery regulatory authorities. Alternatively, they
may be applied on a dynamic basis based upon an algorithm, or
alternatively, performed in a batch mode.
[0170] In one aspect, the prizing structure may be applied as a
virtual GLEPS (vGLEPS) in that subgroups of plays are considered as
a logical unit against which the prizing structure is applied.
Subunits may be defined as groups of N plays, where N may be
arbitrarily large or small. Any number of virtual tickets
representing N game plays may be defined. For example, if N=100,
the prizing structure may be applied such that there are a
guaranteed number of low end prizes within the 100 game plays. N
maybe arbitrarily large, including the entire universe of potential
game play. The identification numbers selected for the N units in
the subset may be made in various ways, by sequential use of ticket
identification numbers, by random assignment or by an algorithm.
Systems in which the specific set of winning play numbers is
determined prior to game play by any player may preferably be used
in a regulated lottery context.
[0171] The prizing structure may be applied on a player basis. When
applied on a single player basis, the game play of the player is
grouped as a subunit against which the prizing structure is
applied. For example, the player may be guaranteed that out of a
set of plays they will win a certain number of low end prizes. For
example, a player may be guaranteed that out of 50 plays, they will
have at least 3 $5.00 wins. The subgroup may include multiple
players. Players may designate a subgroup, such as where two
players compete against each other. Yet larger groups of players
may be associated, such as where "tournament" play is involved.
[0172] A subunit against which the prizing structure is applied may
be defined by the source or sponsor of the game play. For example,
game play purchased through a given retailer may be grouped and
subject to a predefined prizing structure. Retailers may seek to
increase their sales by offering an enhanced guaranteed prizing
structure as compared to their competitor retailer. Yet other
sources may be utilized such as a state lottery or other
association or club grouping.
[0173] A subunit may be defined on a geographic basis. All tickets
purchased within a given geography may be subject to a certain
prizing structure. For example, all purchasers within a given city,
state, or country may be grouped together (or further divided into
subunits) for the application of the prizing structure. The subunit
may be defined by the geographic presence of players within a given
area. For example, players within a given wireless connection site
(sometimes referred to as a `hot spot`) may be grouped together as
a subunit for prizing purposes.
[0174] The subunits for prizing purposes may be divided by time.
For example, a prizing structure may guarantee so many wins of a
certain amount in a period of time, e.g., so may wins per day, so
many wins per week, so many wins per game, where the game has a
defined duration.
[0175] The prizing structure may be applied to subunits defined by
a given game, or a collection of games if more than one game is
available to the player. The prize structure may be such that the
play of a suite of games results in a guaranteed low end prizing
over that set.
[0176] Multifunctional prizing structures may also be utilized. The
factors described herein may be used singly or in combination. For
example, a prizing structure may group a subunit by the combination
of both geography and by time. Thus, the prizing structure subunit
is defined to be game play associated with a given retailer where
the subunit is applied for game play during a given day. The
subunit may be defined by any number of combined functional
units.
[0177] A hybrid gaming system may be utilized. For example, a set
of the prizes in the prizing structure may be distributed according
to a vGLEPS technique, and a second set of prizes distributed by a
non-guaranteed system. In one implementation, the prizing structure
includes a vGLEPS component and a second medium to higher tier
prize level based upon player skill. Parimutuel prizing may be
employed, that is, where there is some form of prizing based on the
amount wagered or otherwise put in play by the players.
[0178] In yet another aspect of a multi-level electronic
environment a first phase of a game is played interactively between
one or more users and the system, followed by a second phase in
which prize information is revealed. The second phase may also be
termed a prize reveal phase or use of a `prize board`. Preferably,
the prize information which is revealed is determined at least in
part by predefined imposed prizing parameters. By way of example,
the predefined imposed prizing parameters may include a GLEPS type
system, which characteristically includes a requirement that 1 out
of X, e.g., 1 out of 7 events is a winning event. Yet another
example of a predefined prizing is setting a defined percentage
payout, such as 50% or 75%. Many of the predefined imposed prizing
parameters may be defined by a lottery sponsor, and may ultimately
be defined by legislation (typically state based or national
legislation outside of the United States). The prizing parameters
need not be defined based on GLEPS, and may be of any form.
Applicant's vGLEPS system permits prizing structures which divide
the prizing by one or more parameters as defined by the game. As
noted, the prizing structures may be divided bases on one or more
of the following parameters: subgroups of N players or plays, one
player's plays, a group of player's plays (e.g., tournament play),
retailer, source, geographic region, purchase geography, geography
of the player, time, the game, and a collection of games. Multiple
parameters may be combined, or hybrid structures may be utilized,
as previously described.
[0179] The use of a "prize board" phase of the interactive
electronic game play lends flexibility to game play while
permitting application of various prizing structures. Game play in
the first phase may be random or the outcome determined based on
the actions of the player, but the game play in the second phase
may then apply the prizing parameters such that the correct payouts
are achieved, irrespective of the results from the first phase of
game play. Any prizing structure may be imposed during the prize
reveal, even if the prizing amounts differ from those which would
be strictly calculated according to probabilities. For example, a
true probability game may suggest that the payout should be of a
first amount, but the system may apply predefined imposed payout
parameters which specify the payout amount to be different. By
providing a second phase for prize reveal, the amount or mode of
prize may be set as defined by the rules. A prize board may provide
entry into what appear to be different prizing options. For
example, if the player achieves 4 events out of 6, they may be
entitled to enter first prizing pool, whereas if they 5 out of 6,
they are entitled to enter a second, better pool. If they achieve 6
out of 6 events, they are entitled to enter a third, best prizing
pool.
[0180] The ticket identification number is then associated with one
or more other data elements regarding the game play or the player.
For example, in the event that variable game play as to the
particular game to be played forms a part of the system, the memory
could include an identification as to that game. As shown, the TIN
65432981 indicates that the HOT SEAT game will be played, whereas
the game JACKO will be played for someone entering the TIN
65432982. The system also contains information regarding the prize,
both in form whether monetary or non-monetary and the amount. In
the case of a predefined win situation, such as in a scratch-off,
the identity of the winning identification numbers is known prior
to the player receiving the ticket. After the game is played, the
player may optionally be provided with an authentication number
which confirms their game play. Optionally, the system may request
that the player confirm receipt of the acknowledgment number. Time
limits may optionally be imposed upon how long the identification
number remain available for play. As shown, certain of the
identification numbers are subject to a last date to play
limitation, whereas others are not so limited and are open. In yet
another optional aspect, game play through to a certain point may
be required in order to reveal the prize information.
[0181] FIG. 20B continues with further possible contents of the
memory. The vending merchant may be know, such as in the case of
vending of a lottery ticket where the lottery system knows which
TIN were sent to which merchant. A personalized retailer coupon
field may be provided, such as where a promotional or
cross-promotional offering is made by the system. A promotional or
cross-promotional system may include a personalized retailer
coupon, relating back to the vending location. For example, the
game play may result in generation of a display or printable coupon
which may be utilized at the vending location e.g., 7-11 as shown
in FIG. 20B. Alternatively, the system may provide a promotional
offer for another product or service, e.g., when you redeem your
coupon receive a free Coke (or a discount thereon). Optionally, the
coupon or discount may be provided electronically to the vendors
general merchandise scanning and check-out system such that when
the player goes to redeem their winnings and provides a TIN, the
discount may be automatically applied when scanning the
merchandise. Continuing with the example provided, if the TIN is
associated with a 30% discount on a six-pack of Coke, that
information may be provided electronically to the vendor check out
system and that discount applied automatically. In certain
applications, it may be desired to have a user identification and a
secondary form of identification such as a PIN number or password.
These may be utilized when higher levels of functionality such as a
frequent player's club are utilized. Additionally, such user
identification may permit the system to offer targeted discounts or
offers of services or other upsells.
[0182] As shown in FIG. 20C, an optional link to other games may be
provided. For example, if a player plays the lottery game, there
may be a promotional game at another site to which the player may
be linked. FIG. 20C continues with various additional data fields,
such as the date of play and time of play. In certain instances, it
may be useful to maintain a record of the serial contact number of
the user, i.e., that this is the 123,456 user, and the next is the
123,457.sup.th user. Such information may be utilized where the
game is structured to entitle the first 1,000 plays to engage in
certain game play. The final data element of FIG. 20C shows the
number of plays allowed. Often times, a identification number may
only be used one time, but in certain other context, there may be
the desire to have a higher number of plays allowed.
[0183] FIG. 20D shows yet further data elements potential of use in
the system. Optionally, the system may contain citizenship
information. Various state and national lotteries are strict about
geographic participation in a lottery. Thus, for example, it is
often necessary for a potential player to establish a local
account, such as a local bank account, or possess certain
identification information such as a social security number or
other national identification number. Through a registration
process, either directly with the lottery, or via an authorized
vendor, or otherwise through online registration, the player may
become registered whereby they are confirmed to possess the
requisite citizenship or state or national contact to satisfy the
lottery requirements. Yet another data element may be the player's
email address or other electronic address. In certain instances, it
may be desirable to know the player's physical address, such as a
home or business address. Yet further data elements relate to the
frequent player aspect. One data field may indicate simply whether
the person is a frequent player, and if so, the number of points
they possess. As shown in FIG. 20E, the form of compensation, such
as cash, airline miles or further game play. FIGS. 21 and 22 now
describe certain functional aspects of possible game play in a
chronological flow chart manner. The left most column identifies an
action that could typically occur at an authorized retailer or
redemption location. The second column indicates an action of the
user or player in the remote electronic game play. The third column
identifies a contact with or action at the game play server. The
right hand column depicts an action or contact with the lottery
system. As described in connection with FIG. 18, the actions at the
game play server and the lottery system may be combined, such that
those functionalities may be performed in the other column, e.g.,
something listed in the game play server column may be performed in
the lottery system column and vice versa.
[0184] FIG. 21 shows a simplified flow diagram for game play where
affirmative game play on the electronic system is required prior to
redemption of the prize. A player could obtain a base game ticket
at an authorized retailer. The user or player could then enter the
identification number into the communication device, e.g., the
internet website. The game play server/lottery system could then
access the system memory to retrieve the stored information
associated with the identification data, such as to determine
whether the player wins or loses, and if they win, the amount and
form of their win. The system records could be updated to indicate
that game play occurred. The system could then provide the user
display with an indication of whether they had won or lost, and if
so, the amount. The player then could return to the authorized
redemption location and provide the ticket or some indication of
game play to the vendor. The vendor may then confirm the fact of
game play by querying the lottery system. Upon receipt of positive
confirmation of game play, the prize could be paid.
[0185] FIG. 22 shows a chronological flow for a electronic game
having a variable component. Initially, the player may obtain a
base game ticket from an authorized retailer. At this point, the
player may play the base game. If they win, they may elect at that
point to redeem their winnings. The secondary game play includes
provision of the identification number. The user could then
electronically provide the identification number to the game play
server/lottery system. The system could then access memory
utilizing the identification number to determine the variables
associated with that ticket identification number. Such variables
may include the prize amount, the game to be played and/or the
degree of difficulty as previously explained. The system database
may then be updated to indicate that the game had been played. The
variable information as to the game play is then utilized to
conduct game play in accordance with those variables. Ultimately,
the player may redeem their winnings at an authorized outlet, or
via other accounting methods, e.g., a credit on a credit card or
other financial instrument, such as a phone bill.
[0186] After the game play is concluded, the player may be offered
a survey to fill out. Such surveys may be used to solicit personal
information which may be updated in the player's individual
records. Statistical processing of survey data or other game play
data may be compiled by the system. In yet another variation, game
play may be enabled between multiple players. Buddy lists or other
association groupings may be utilized to form competitive game play
pairings.
[0187] In order to more fully appreciate the apparatus, methods and
modes of game play described herein, specific examples will be
described. These specific examples are not meant to limit the
generality of the inventions herein, but rather, provide specific
detailed examples such that the scope of the inventive aspects may
be fully appreciated. The Perfect 10 game, described previously, is
well suited for a display system having relatively low level
graphics. The game may be played in a simple form wherein the
graphics are solely alphanumeric characters. Alternatively, the
game displays may be made as graphic intensive, e.g., static
graphics, dynamic graphics, high resolution graphics, etc. as is
desired and consistent with the communication medium. The system
may further interact with the player audibly. By way of example, if
the player has a `close to winning` experience, the system could
announce to the user "you were very close on that last game, press
1 to play again." The level of enthusiasm or encouragement to the
play may vary based on the game play progression. Considering the
game play in a SMS or simple messaging system format, the game may
be played as previously described. Prior to initial game play, the
player could establish an account to be used for wagering. The
account may be established in person, such as through a lottery
office or lottery retail location or through a lottery office, or
through the communications provider, such as the provider of the
SMS service. The account may be prefunded, where the money must
exist in the account prior to game play, or it may be billed, such
as on the invoice sent to the user, e.g., the invoice relating to
the communications device carrying the SMS service, or to a credit
card or debit card account, or some other financial account, e.g.,
bank account or brokerage account. Optionally, the information
regarding the account may reside in different places. Account
information may reside with an authorized entity, such as the
lottery system, or it may reside with a separate entity, such as
the communications carrier, or may be stored locally in association
with the phone, such as where the phone uses a smart card or other
monetary value bearing card or device for effecting monetary
transactions.
[0188] In operation, the player may initiate game play, such as by
calling a predefined number corresponding to game play. Typically,
the system will receive an indication of the calling parties
identity, such as through the receipt of the mobile identification
number (MIN) or other identification information such as that
coming from a smart card or other identification from a locally
stored set of data with the communications device.
[0189] Once the system determines the identity of the caller,
either because the caller has entered identification data, e.g.,
telephone number, social security number, identification number
possibly including a personal identification number (PIN), the
system may check for entitlement for game play. Such an entitlement
check may include a financial check, such as to determine that
money is present in the account or for checking other status
information, such as where an account is statused such that the
player is not permitted game play. Assuming the caller is entitled,
game play may then begin. If the player is not entitled for game
play, the call may be terminated.
[0190] Assuming game play begins, the game may proceed as
previously described. The player will receive a first number, e.g.,
4, then a second number, e.g., 3, for a total of 7, and possibly
information on what the player needs to receive on a later number
in order to obtain a prize. Using the prizing scheme described
previously, the player could receive a free game play if they
receive a 1, could receive $2 if the third number is a 2 or when
the larger prize if the third number is a 3, such that the total
score is 10. The transmission of the data between the system and
the player may be done in various modes. Since there are
transaction costs generally based upon the number of connections
between the communications device and the system, it is desirable
to minimize those transaction or transport costs, if possible
consistent with achieving player satisfaction. In a game such as
Perfect 10, player satisfaction may be higher if the sequential
numbers are revealed one at a time, as opposed to all at once. A
relatively large number of communication transactions occur if only
one unit of data is transmitted at a time, e.g., the caller calls
the system, the system communications the first number, then a
communication is sent from the user to the system indicating that
the first number has been displayed and that the second number is
desired, followed by a communication from the system to the player
of the second number and so on. In this way, there are at least
one, and possibly two, separate communication events for each of
the three displayed numbers, resulting in a relatively higher
transport cost. Alternately the system may send all of the display
to the user's communication device at a single time. For an
extended reveal or extended game play experience, the
communications device should include storage which may hold the
data prior to the time at which it should be displayed. Thus, the
system may send the three numbers (e.g., 4, 3, 3), but display only
the first number, holding the second two in memory until the
program indicates that the next number is to be played. A symbol or
character indicative of a timed pause may be inserted where
appropriate to provide for a pause, either of uniform length or of
differing length so as to create a dramatic pause. Communication
devices have the ability to store and run programs or applets which
could permit such game play. In this way, the total number of
communication events is reduced, preferably minimized, yet the
extended reveal permits enhanced and elongated game play. The
application or applet resident on the communication device may have
the ability to provide enhanced graphical displays. In this way,
only the essential game play data, e.g., the particular numbers,
need be communicated via the SMS system, thereby minimizing
communication transport costs. Further, the application or applet
may have computational abilities, such as where it might calculate
that the first two numbers total to 7, and report that on the
display, and possibly further to calculate that the player is 3
(10-7) away from the "Perfect 10", and select the display for the
user appropriately. For example, if the player is three away, the
display may advise as to the possibility of getting an 8, 9 or 10,
whereas if the sum of the first two numbers is 8, the system
calculates that a different display showing only the possibility of
achieving a 9 or 10 should be displayed. The use of local programs
and applications greatly enhances the texture of the game while
keeping the transport costs to a minimum. The player may be queried
as to the number of games they want to play, e.g., 5 games, and all
of the game play data may be transmitted in a single SMS message.
Again, game play maybe performed in an extended reveal manner, but
the communication transport costs have been minimized. After game
play is completed, a confirmation number may be provided. For
example, a message may be provided that `Your game play was given
confirmation number 34127, please make a note of it.` The
confirmation number will be stored in the system and may be used
for various purposes, such as audit purposes. The game described
may be structured as a predetermined game, or a non-predetermined
game, or as a hybrid game.
[0191] The game may be played in a multiplayer format. Again, the
game may be predetermined, or not predetermined, or a hybrid of
both. If Perfect 10 is a predetermined game, the multiplayer
interaction may consist of comparing the number of wins for the
various players. A winnowing or pool may be used. Players may
compete, and the pool of winning players allowed to proceed to the
next phase or game may be decreased. Optionally, a prized board or
prizing step may be utilized in which prizing information is
revealed to the player. If the game is predetermined, the result
will be displayed to the player, irrespective of their prior game
actions. In an hybrid environment, the outcome may be influenced by
player action, but also by factors relating to a predetermined
outcome.
[0192] The programs or applets, such as those constituting a game
to be played on a communications device, maybe made interactive.
The system may download the game, either in response to a user
initiated action or in a push-pull implementation, the downloaded
game could be stored locally, the player could then play the game,
followed by a communication from the communications device to the
system. The communication from the player to the system could
typically indicate information regarding the game play, e.g., that
game had been completed, the score or other outcome achieved by the
player, or data regarding multiplayer interaction. A system
containing an application or applet could include the require
processing and storage capabilities. Typically, a control processor
is coupled to the communication system for incoming and outgoing
communication. The communication system may communicate information
such as game play numbers via an SMS system, or may also receive
and transmit more complete data packages, such as where the system
plays downloadable games. A memory is typically resident within the
system for storing the downloaded information. Preferably,
downloaded game application data is stored in memory for future
game play use, such that the application need only be downloaded
once.
[0193] The game may be subject to a predefined set of rules
regarding prizing. In one implementation, a vGLEPS system is
utilized to guarantee at least a low end prizing structure. The
prizing requirements for the game may include, for example, that
1:X plays must be a winner, and that there are Y wins of a certain
monetary amount per predefined grouping, e.g., 5 wins per 100
plays, or 5 wins based on geographic factors. The system may apply
these rules prior to play by any player, or may be applied by an
algorithm while the game play proceeds. If the game is a
predetermined game, the outcome of a given play is known to the
system in advance. Thus, while the player may perceive the game as
one of chance, where they may still win until the ultimate outcome
is revealed, the system has previously identified the play as a
loss. Through vGLEPS, the play experience may be enhanced in that
there is a predefined positive game experience for the player. As
indicated, the positive experience can be the actual winning at a
certain frequency. However, the play experience can also be
enhanced by providing the player with a `near win`, that is, a
result that while not resulting in a prize nevertheless was `close`
to achieving a prize. For example, in Perfect 10, if it has been
determined that the particular game play will be a `lose`, it may
enhance play experience to give the player a 3, followed by a 4,
such that there is the potentiality of them winning (the sum of 7
can win if the next number is a 1, 2 or 3). Then, since that game
play was predetermined to be a loss, the next number displayed
could be a 4, putting the player slightly over the `Perfect 10`.
The required loss is achieved by the system, but the player may
have a better play experience as compared, for example, to a game
play where the player loses after the first two numbers (e.g., if
the first 2 numbers are 1 followed by 1, for a sum of 2, and the
maximum possible sum for the third number is 7, such that they know
they have lost after the second number).
[0194] Yet another option for game play could be to use a prizing
mechanism with a prize board. By way of example, when the play
achieves a `10`, that may entitle them to enter a secondary phase
of the game experience. The player feels that they have `won` since
they have gotten into another round, yet no positive monetary
amount has been awarded. In the second round, if the game is
predetermined, may force the outcome necessary to comply with the
rules of the game. In one implementation, the `prize board` may
have multiple images corresponding to masked prizes. The play
`chooses` the image, and then the result is revealed to the player.
In a predetermined game, the predefined outcome is then revealed to
the player. Thus, if the play is predefined to be a loss, the loss
is revealed. If the play is predefined to be a $2 winner, the $2
win is revealed. Since the game is played electronically, the
graphic relating to the predefined outcome can be displayed
irrespective of which image the player chose.
[0195] The definition of the prizing rules and the prize reveal
mechanism may be combined to enhance play experience. It may be
desirable to have the outcome of the play event appear to be as
consistent with the perceived odds, or the actual odds, and thus as
normal as possible, that is, the probability of a given outcome
should be followed. It may be possible to use `perceived odds` of
winning, such as wherein data collected from players results in a
defining of probabilities. Such perceived odds may be derived from
marketing studies or focus groups or the like. That data may be
stored in the system and used to present game play where the
outcomes are related to the perceived odds. The game play may be at
the perceived odds, or at some variation on them. If the perceived
odds provide a prizing outcome which exceeds the payout for the
game, a prize board may be used to reduce the payout. Continuing
with the example of Perfect 10, assuming the possible numbers are
1, 2, 3, and 4, there should be a 25% chance of drawing any number,
assuming all numbers are available on every draw. Further, there
will be a probability distribution for the sum of the 3 numbers as
follows:
TABLE-US-00002 Sum Number of Occurrences % Probability 3 1 1.56 4 3
4.69 5 6 9.37 6 10 15.62 7 12 18.76 8 12 18.76 9 10 15.62 10 6 9.37
11 3 4.69 12 1 1.56
[0196] Realistic game play, therefore, should attempt to mimic the
odds. The prizing rules could make the straightforward application
of the game appear not to comply with the real world odds. E.G., in
a lottery game where the payout is set to be 50%, the probabilities
in the game play could be modified. In one aspect of this
invention, the real world probabilities may be utilized in the
revealing of the numbers, such that the player feels as if the real
world probabilities are being utilized. Then, in a secondary
prizing phase, the prizing results may be modified such that the
predefined outcome is achieved. By way of example, the probability
of an 8, 9 or 10 in Perfect 10 `should be` 40%. Game play may be
selected such that a `win` occurs at that frequency. The predefined
prizing structure may then be achieved in the secondary prizing
phase. Alternately, the frequency of a result qualifying a player
for entry into the secondary prizing phase may be greater than the
real world probability. In the example of Perfect 10, the revealed
numbers in the first phase of the game may `win` more than 40% of
the time (i.e., there is a percentage of events that qualify the
player to enter the second, prizing phase which is greater than the
real world percentage). The prizing phase then corrects the prizing
result to achieve the predefined outcome. More players may achieve
a positive play experience since they qualified for the second
phase, even though they were not a monetary winner.
[0197] Free play may be awarded. In an electronic environment,
there is generally no incremental cost associated with a `free
play`. In a predetermined environment, the `free play` results in
an extended game play experience. Considering Perfect 10, if the
sum of the 3 numbers is 8, the prize may be `free play`. The player
continues with their free play, receiving their next 3 numbers. In
a predetermined environment, this result is already known. Thus, if
the ticket is a loser, the free play may reveal a loss (e.g., the
second set of 3 numbers totals 7, a loss.) Alternately, the free
play could be an extended reveal mechanism for a winning prize. In
Perfect 10, the first round could result in an 8, indicating free
game play, and the next round then result in a 9, to achieve the $2
prize. Any combination of extended reveals could be utilized to
achieve enhanced player satisfaction.
[0198] Consider now the application of the inventive techniques to
the game Hi Low, previously described. In a higher graphics
environment, the game may include depictions of balls, such as in a
ball draw. The first ball number may be selected by any number of
means, including random number selection or predefined assignment
of the number. Assume that the game is a predetermined game, where
there will be 6 out of 49 balls drawn. A first number may be
displayed as if they were drawn (to provide an example, assume that
the first number drawn is 10). The player is prompted to indicate
whether they think the next ball will be higher or lower. Game play
proceeds interactively until the series is drawn. If the game play
is predetermined, the system will ultimately reveal the necessary
outcome. Continue with the example of 10 as the first ball. Assume
that the predetermined outcome is a loss, as defined by having 2 or
fewer correct `higher/lower` guesses by the player. Absent the
inventions described herein, the system may be forced to generate a
result that appears highly improbable to the player, such as where
the system must have 4 incorrect guesses in a row, as where the
player guesses `higher` than 10, but the next ball is 9. If this
process must be repeated 3 more times (i.e., the player guesses
higher, and therefore the system must select an even lower number
ball). The player may perceive a divergence between the real world
odds of that outcome and the game play to which they are subject.
Player disenchantment may ensue.
[0199] Applying the instant inventions, the play may continue with
the real world odds. Thus, when the last ball is a relatively low
number, the odds of the next being higher are fairly substantial.
The odds may in fact be the real world odds, such as could vary
depending on which balls remained in the hopper. Alternately, the
balls may be added back into the hopper for every draw. In any
event, game play may continue until the 6 balls have been drawn. At
that time, a second phase relating to prizing (or additional
levels) may be entered. In that stage, the predefined prizing
outcome may be achieved. It should be noted that even in a
`predetermined` game, the player's actions, choices and input could
still be used to control game play. If the player's actions
generated the outcome required by the predetermined outcome, no
further action need be taken. If the player's actions, choices and
input did not result in that outcome, game play could proceed to
another phase where the necessary outcome is forced.
[0200] Games may be played on a predetermined schedule. For
example, games may be played in association with a live event, such
as a typically televised, in-studio audience attended ball draw.
Games may be played on a periodic basis, such as on an hourly
basis. Where multiplayer game play is involved, there may be a need
to provide a common starting time. Within that game, the pool of
winners advancing to a next phase could be narrowed or winnowed. If
a player loses, they could be advised of the starting time of the
next game, which the player could choose to join, or a notice could
be pushed or sent to the player at or around the time the next game
starts, and be invited to play. The game play may utilize
prerecorded images, such as a series of taped drawings.
[0201] The techniques of these inventions may be applied to any
known game of chance or game of skill. For example, they may be
applied to games of chance such as coin flips, probability games
where two players choose simultaneously from 3 equally probable
events (e.g., `rock/paper/scissors`), or dice based games. The
inventions may be applied to card games, such as poker and
blackjack. They may be applied to other probability games such as
roulette.
[0202] Consider the game rock, paper, scissors in reference to
FIGS. 24A to D. The game is a probability game in which players
choose among three possible objects, e.g., each player
simultaneously chooses rock, or paper, or scissors. The game may be
played between players, or may be played against the system. Each
object has one of the other two which is superior and the other one
inferior. If one player selects an object superior to the other
player's inferior object, that player wins. If the two players
choose the same object, the game is a draw. In lieu of the player
choosing one of the three objects, the system may assign an object
to the player, or the player may choose an obscured graphic, e.g.,
a box, and the `content` of the box is then revealed as the players
object. As shows in FIG. 24A, the board initially starts with a
number of obscured choices. The player chooses a first number. As
shown in FIG. 24B, the player chose box 5, which revealed a
`scissors`. As shown in FIG. 24C, the system chose box 1, which
revealed `paper`. Under the rules, `scissors` cuts `paper`, so as
shown in FIG. 24D, the player won this round. The score display is
updated to show the score as player 1, system 0.
[0203] The techniques of these inventions may be applied here. For
example, the winning may be subject to vGLEPS, whereby the player
experience may be subject to predefined prizing criteria based on
any number of parameters. A certain number, or a certain number of
type of wins, may be required for very set number of events, e.g.,
5 wins of $2 for every 20 plays. Any of the other parameters for
allocating prizes may be utilized. In yet another aspect, the game
may be played where the player's actual selections determine the
outcome of the game. A prize board or secondary prizing step may be
utilized to achieve predetermined prizing criteria. For example,
the player may need to win a certain number of games in order to
pick a prize. A prize table may be used wherein the prizes vary by
score, e.g., a score of 3 results in a top prize of $ 50, but a
score of 4 results in a top prize of $100. Further, multiple level
prizing may be utilized, such as where the player optionally plays
(places a subsequent or additional wager) to play further with the
goal of participating in a better prizing step or pool.
[0204] Consider application of various of the techniques to
blackjack. The system may operate in a predetermined mode. In that
mode, the actions of the user or player do not affect the outcome
of the game. The system may be arranged for a particular payout,
e.g., 2.5% goes to the house, where the outcomes of the game play
and the prize amounts are set for that result. Alternatively, the
game may be played as a hybrid game. The system may permit actual
play of blackjack, and then utilize a prize board. Use of the prize
board permits the results of game play to correspond to the desired
prizing parameters. In yet another alternate version, blackjack may
be played and points awarded for results. Those with high scores
may then enter a prizing round, or the number of points may
correlate with the range of prizes available to the player.
[0205] In yet another aspect of this invention, a set or series of
game plays will have a set or series of outcomes, but a particular
game play is not specifically associated with a given outcome. FIG.
25A shows a flowchart for one implementation of such a system, and
FIG. 25B is a block diagram listing of the data structure for FIG.
25A. By way of example, a set of 100 outcomes could be defined in a
table, e.g., prize numbers 1 through 3 are $5 wins, prize numbers 4
through 8 are $2 wins, and so forth. Assume the game is blackjack.
If all of the potential prizes are available, i.e., there is at
least one $5 prize, one $2 prize, etc., remaining in the set, the
player's actual game play may determine the result. Once the
outcome based on their game play is determined, the prize is
removed from the set of possible outcomes. However, if all possible
outcomes are not available, e.g., if all of the monetary prize wins
have been won such that the player must lose, the system will force
that outcome. In this way, the system permits game play where the
player's actions can determine the outcome of the individual game,
but where the outcome for a set or series of game plays is
predefined.
[0206] Considering FIGS. 23 A and B in more detail, the first step
is to define a set of outcomes. The set may be predefined prior to
initial game play or may be calculated according to an algorithm
during the course of play. In either event, the set of possible
outcomes meet the desired prizing criteria. As shown in FIG. 25B,
the prize number is associated with the prize amount. As shown,
prizes 1, 2 and 3 correspond to $5 wins, prizes 4 and 5 correspond
to $2 wins, and prizes 97, 98, 99 and 100 correspond to losses,
i.e., $0. In this implementation, preferably, there is no
predefined association of a given game play with a specific
prize.
[0207] Individual game play is then initiated. The system
determines whether the first step of game play can result in an
unavailable outcome. In the blackjack example, if the first card
dealt to the player was a 6, then no matter what card the player
received as the second card could result in an unavailable outcome.
Assuming the second card was an ace, the maximum total of 17 does
not necessarily result in any particular outcome. Prior to the
system deciding whether to draw a card, the prize table is checked
to ensure that all possible outcomes are available. If they are,
then the system may play blackjack in the normal manner. If however
there are less than all possible outcomes remaining, e.g., all
monetary prizes have been won, and so the play must lose, then the
system will force that outcome. If the player has 17, the system
will select and display a card totaling at least 18, and not more
than 21, such that the system wins and the player loses.
[0208] When the complete set of outcomes is available, the players
should be able to play the game where their actions do affect the
outcome of the game. However, as the pool or set of available
outcomes decreases, the system is more likely to have to force the
outcome.
[0209] After an outcome is presented to the player, it is removed
from the set. In this way, the game sponsor or system has a
predefined pay out schedule, but individual's game play may
determine the actual outcome for at least some players.
[0210] In an alternate version, game play is limited to a fixed
time which is separated in time from the phase revealing the
prizing status to the player. Game play proceeds, preferably in a
mode where the individual player's actions may determine the
outcome of the game. A set of outcomes for those games is stored.
At some time, either a predetermined time or after predefined
criteria have been achieved, e.g., 100 game plays having been
completed, the system awards the outcomes to the players. The
prizes may be assigned based upon player's relative standing
compared to other players, or on any other basis desired. By
associating a set of outcomes with a set of game plays, where the
game play includes player's actions affecting the outcome, the game
gives the player the feel of a conventional, non-electronic game,
but also ensures that a predefined prizing criteria may be
achieved.
[0211] FIG. 25 is a flowchart for one implementation of a
multilevel prizing system and method. The various levels of game
play may also include various prizing levels. In one
implementation, the user may play a first game, typically for a
wager, and if they win, be given the option of playing a prize
board or other prizing step. The player may be given the election
of whether to play the prizing step at that time, or to return to
game play with the option of playing a different prizing step at a
later time. Optionally, a further wager is received for the next
round of game play. The prizing steps could typically be of more
value as the player progressed, e.g., a Silver prize board, a Gold
prize board and a Platinum prize board. The increased value could
be any or all of: the minimum prize amount, a guaranteed minimum
prize, the maximum prize amount, the odds of winning, or any other
parameter relating to prize value. In this way, the player is
presented with the opportunity to purchase, such as via the wager,
a better prize level, such as a higher guaranteed prize.
[0212] FIG. 26 begins with an initial wager and initial game play.
If the player wins, the system may be presented with a decision as
to whether to play that prizing step at that time, at that level,
or to engage in further game play with the goal of reaching a
higher prizing level. Optionally, the play could make another wager
for the additional game play. Alternately, the subsequent game play
may not require further payment, or the player may be allowed to
utilize some or all of previously revealed winnings. By requiring
payment for subsequent game play, the prize amounts at higher prize
levels can be increased. Alternately, the system or its operators
may simply designate an additional amount of prize money or goods
for use in prizing levels.
[0213] One variation on a slot machine game is Pachinko. Generally,
pachinko is a game having aspect of a slot machine and pinball. The
player controls the speed with which balls are put in play in the
pachinko machine. While most balls pass through the machine, a
relatively small number fall into special holes, the balls then
entering a slot machine type system.
[0214] In yet another aspect, the system is able to monitor usage
of games and to correlate the game's popularity with the prizing
structure. By way of example, certain games may be more popular if
there are numerous, relatively frequent low tier prizes. A game may
have a guaranteed win rate of 1 out of 4 (1:4) plays for a $3 win,
for example. While the game may also have a middle level or high
end prize, those prizes may not be of as much interest to the
player as compared to the guaranteed low end prizes. The system may
monitor both usage of the game in terms of numbers of play, but may
also track user specific play, such as the number of times a game
is played during one contact or session, whether the player
continuously plays that game without interruption, e.g., diverting
to other forms of entertainment or information, and the frequency
between player visits, such as to a sponsoring website. This data
on game play may be utilized by the system as inputs for a decision
engine to optimize the prizing structure for a desired end goal,
e.g., maximizing game play and therefore sales of game plays. The
system may store data on prior game play activities relative to
given games, and then utilize that information, either specifically
or on a statistical basis, to optimize the selection of a prizing
structure. Neural networks or other adaptive networks may
advantageously be used.
[0215] The system permits the monitoring of game play and market
acceptance. These may be analyzed as a function of the various game
play parameters and prizing parameters. Analysis may be in real
time or batch basis. The system includes this mode for reporting
and potential market research. By way of example, in a market
research context, the system could be used with a test audience,
where game play could be permitted and the various parameters
monitored. Game play could be monitored, such as for player
acceptance. The parameters could be varied, and the player reaction
monitored for change in player acceptance. Alternately, the players
may be interviewed after game play to assess levels of acceptance
and/or interest, and a correlation of the results may be made
relative to the game play and prizing parameters.
[0216] In yet another aspect, the game play and prizing parameters
may be optimized for a subset of the population. The subset may be
by geography, by time of game play, by perceived socio-economic
status, by race or ethnic origin, by gender, or by source of the
game play, e.g., retailer or vendor of tickets, or by any other
relevant factor. The parameters may vary over time. The subgroup
may be relatively large, e.g. 50% of the population, or may be a
relatively small group, e.g., those with similar interest, or the
subset may comprise even a single person. Further, the system may
utilize information known about a player to infer optimum game play
parameters. The player information may be specific as to the
player, such as where the player is registered with the system, or
generalized, such as where the player is not specifically
identified but fits within a class, e.g., the player is a white
male from age 40 to 50.
[0217] Yet another inventive aspect usable with the previously
described games or in combination with other games is the for of
money or value used. The games may be played either with real
money, or may be played with virtual money, sometimes referred to
as vCoins. A vCoin will typically be a multiplier times the
corresponding numeric monetary value, e.g. one dollar equals 500
vCoins. The multiplier is typically an integer number, and is
usually an amount of 100, 500 or 1000, though any amount may be
used. The multiplier may be fixed over time and over games, or it
may vary based on factors, such as time, game or player status. For
example, play during certain times may result in `double vCoins`.
Enhanced multipliers may be used to induce play at times when other
entertainment is available, e.g., sweeps weeks or prime time, as an
inducement for the player to play the subject games. The multiplier
may change for different games, such as where the multiplier
increases where the real or perceived level of skill required is
greater.
[0218] vCoins may be acquired by purchase, or may be awarded in a
non-cash purchase manner such as provided for a credit, an
inducement or a promotion. Other forms of non-cash value may be
converted to vCoins, such as converting affinity club points or
airline mileage points into vCoins.
[0219] A bonusing feature may include a vBonus, such as where a
certain amount of vCoins are awarded, either as a result of game
play or merely randomly. The bonusing may be unique to the player,
or may be awarded over a pool of players.
[0220] The vCoins may be traded for cash or other forms of games,
prizes or non-cash goods or services. They may be traded into other
forms either continuously (e.g., 956 vCoins may be redeemed for
$9.56) or may be redeemed in quantized or discrete amounts, e.g.,
vCoins may only be redeemed in groups of 1,000, corresponding to
$10. vCoins may be exchanged for other valuable forms of goods or
services, e.g., they may be converted into airline mileage affinity
points, or directly into airline tickets, or to points in other
affinity clubs or organizations.
[0221] The vCoin amounts would be stored by the system, typically
the lottery system or a system operating under their supervision,
direction or control. The amounts may be all treated uniformly, or
may be treated differently. For example, amounts obtained from an
initial non-cash purchase such as where the vCoins came as a credit
or started as airline miles, may be playable but not exchanged for
other forms of goods or services. Yet another options would be
where vCoins may not be redeemable until `played` a predetermined
number of times, e.g. once, twice, 10 times. vCoins may be time
dated, such as time of purchase or acquisition, and may be
controlled based on time. For example, vCoins may expire after a
certain period of time. A player may be given 60 days to play their
vCoins or the expire.
[0222] vCoins provide the player with the perception of a big win
since the numbers are larger than any corresponding monetary
amount. Additionally, by being virtual and corresponding to
electronic amounts, they may be altered or varied as desired. By
being able to track specific coins, the vCoins technique leads to
vastly expanded possibilities such as these.
[0223] In yet another aspect, the games may be played by an
automated systems, sometimes referred to as a vBot. The player
would typically set parameters for the vBot, such as defining how
much to bet per game or per hand. A quick pick option may be
provided.
[0224] In one aspect, a method for game play involves the use of
the system electronic system environment described herein, wherein
one or more virtual players are displayed to the player of the
game, preferably, the virtual players have differing play
characteristics, receiving from the user association with a
selection of a virtual player, displaying a simulated game using
the virtual players, identifying a subset of the virtual players as
being winners of the simulated game, and awarding a win to the
lottery user if the selected virtual player is in the subset of
virtual players. In this way, the player of the game is selecting a
virtual player to do the playing of the base game, thereby
providing the excitement of player participation in a game of skill
or chance, yet not actually be playing the game.
[0225] The virtual players may be displayed as graphical images.
Such graphical images may be in the form of human images or cartoon
images. The images could be of famous players, such as of famous
real life sports of gaming personalities. The base game may be of
any type, whether sports games or gaming. Examples of gaming would
include poker, blackjack, or chess. Sports game can include, for
example, tennis, football, baseball or hockey. The outcome of the
simulated game may be either predetermined or not predetermined.
The games may be implemented in a lottery format.
[0226] In one embodiment, the virtual players have differing play
characteristics. The differing play characteristics may be revealed
to the users, such as that one simulated blackjack player tends to
hold at 16 or some other conservative point, whereas a competitor
simulated blackjack player is more aggressive and will only hold at
18. In the event that the play characteristics are revealed to the
player, compensation is made such that the probability of winning
the lottery game is uniform among the lottery players. For example,
a weighting may be applied to equalize the probability of winning
by the virtual players. In a sports based virtual game, the
weighting may be a point spread or handicap. In the event that the
play characteristics are not revealed to the player, the mere
selection of the virtual player will be a random event, and no
additional weighting need be done.
[0227] Any number of virtual players may be used. There may be a
single virtual player, such as where the question is can the
basketball player make 3 free throws out of 5. There may be two
virtual players, such as in a tennis game or chess game. There may
be more than 2 virtual players, such as a collection of players
playing card or table games. The virtual players may be organized
into teams, such as where football, baseball, basketball or hockey
comprises the base game.
[0228] Yet another parameter for modified and enhanced game play is
the arrangement and presentation of various graphics, symbols, or
icons (collectively "indicia") to the player. The arrangement of
the indicia in a predefined arrangement indicates that the player
has won. By way of example, a grid or array arrangement may be used
wherein the winning combination is a set of indicia arranged in a
line, either horizontally in a row, vertically in a column or
diagonally. Other patterns using multiple adjoining segments may be
used, such as an X-pattern or a T-pattern. Alternatively, a
predefined patter of non-adjoining segments may be used, such as
where a win includes matches in a four corners or north, south,
east and west positions.
[0229] Optionally, the game may be played by a single player
against the system, such as a lottery system previously described.
Alternatively, the game may be a multi-player game.
[0230] Considering the single or solitary game play in an
electronic environment may comprise the steps of displaying a bingo
grid to the user of the system, the grid including multiple rows
and columns of locations, a plurality of the locations including a
unique designator, providing multiple comparative designators to
the player, the multiple comparative designators being selected by
the lottery system, indicating those areas of the grid in which the
comparative designator matches the designators on the grid, and
assigning a win to a player based upon predetermined criteria of
the matches. In one embodiment, a fixed number of comparative
designators are provided to the user.
[0231] In yet another aspect, the multiple separate grids may be
simultaneously presented to the player. FIG. 27 shows a graphical
depiction of one such implementation. The upper rectangle 270 holds
numbers 272a, 272b, 3tc. As shown, there are 5 numbers drawn. The
numbers also have an associated color. By way of example, 272a is
red, 272b is green, 272c is yellow, 272d is yellow, 272e is blue.
The player has multiple cards, such as the six depicted as 276a
(red), 276b (blue), 276c (white), 276d (green), 276e (yellow) and
276f (orange). The card 274 associated with the most recent draw
272e is shown in the center. In this case, 272e is blue and the
blue card 274 is depicted. Optionally, the multiple grids may be
arranged in a geometric pattern. One such geometric pattern is a
cube and the multiple grids are arranged on the faces of the
cube.
[0232] In yet another variation, the user or player may select at
least some of the unique designators on the grid. As yet another
variable, one or more free spaces are provided on the grid. As
another alternative, the comparative designators may be obscured
until selected by the user.
[0233] Yet another implementation of the indicia display system
would include a word display. The display may comprise a N by 1
array or grid, such as where a single word or string of words is to
be played. The correct positioning of adjacent letters reveals the
winning word. The grid may be expanded into multiple dimensions,
such as in a two dimensional format such as a crossword puzzle
format. The parameterization systems and methods described herein
may be used with this display format.
[0234] Optionally, these games may further include audio or other
secondary information tracks associated with game play.
[0235] The methods and system described herein provide for an
enhanced lottery style game with player interaction. The methods
and systems may be referred to as iLotto as a short hand
description for the description within this application. iLotto
provides a system and method for multiplayer game and entertainment
environment where players compete against each other to try to win
money or prizes during the course of each game. In the preferred
embodiment, the ultimate goal however is to hit drawn lotto
numbers, such as the six numbers for a lottery draw.
[0236] In summary, the inventions provide for a method and system
for enhanced lottery play in a multi-user environment. A central
system, such as the lottery, provides for storing user
identification data, user game information such as player's points
and for timing selection and control of interaction with the
system. The central system receives an indication from multiple
user of interest to participate in a game, including receipt of
user identification information. The central system determines and
transmits to the users a display of user selectable icons arranged
in rows and columns, preferably an n by n matrix of numbers, such
as the numbers 1 through 49. The central system receives an
indication of the player's selection of a first of the user
selectable icons. The central system selects one of the selectable
icons, such as a number from the range of 1 through 49. The system
then modifies the game information for the players by: (i)
providing a superior point value (e.g., 100 points) to a player if
the user selected icon equals the icon selected by the system, (ii)
providing a lesser point value (e.g., 50 points) to the player if
the user selected icon does not equal the icon selected by the
system, but appears in a row or column common with the system
selected icon, and (iii) decreasing the user information if the
user selected icon does not appear in the row or column including
the system selected icon. The preceding steps of receiving the
player's selection, system selection, and modifying the game
information for a predetermined number of times, are repeated for
each icon selection, such as 6 times in an exemplary case. The
system compares the users scores and awards prizes according to
predefined prizing criteria.
[0237] In the preferred embodiment, a player must register to play
and choose a playerID name. The playerID name is user selectable,
and only requires that it be novel relative to previously selected
playerIDs.
[0238] One or more game rooms may be established for game play.
Each game will typically have a limit to the amount of players
allowed in each game. For example, a game room may be limited to
100 players in the room. The player could automatically be
channeled into another room if he/she tries to join a room that is
full. Additionally, different game environments can be provided
which the players could join. Examples of such different game
environments include different themes of rooms with different
skins, different groups of players, different affinity groups for
play, or private rooms such as where a player could invite friends
to play.
[0239] As to game frequency, the games are preferably staggered so
that a player can always join a game that is about to start. In the
preferred embodiment, new games are formed with a frequency that
permits players to join without excessive wait. A wait time of 5
minutes is reasonable. The starting times may be keyed to
particular times, such as every 5 minutes starting on the hour. In
this way, predictability as to the start time for the next game may
be achieved. As to any particular room, there should only be a
minute or so between games so as not to loose the players that have
assembled in a particular game room. Various indications of time
may be provided to the player, such as the amount of time until the
next game, or the amount of time remaining for the player to
provide their selection prior to the next ball draw. In one
implementation, if the player fails to provide a timely indication
of their next selected number, the system may randomly select the
number for them.
[0240] In an optional aspect of the system and methods, a chat
function may be provided to permit player to player communication.
Players can freely chat in the chat window during the course of the
game. In one variation, players may play "mini competitions"
against each other in the chat window. By way of example, one
players could challenge one or more second players to games for
their accumulated points.
[0241] The method of interaction with the system is as follows for
one embodiment. Players start the game with a predetermined number
of points, e.g., 100 points or 200 points. During the course of
play players earn and lose points. The player that ends up with the
most points wins an "individual game jackpot". Players can also
collect these points and use them like frequent flier miles for
discounts, merchandise or drawings for cash.
[0242] The rules for this embodiment are as follows. A
predetermined number, e.g. 5 or 6, of numbers are drawn. While the
method will be described with a 6 number draw system, the methods
are equally usable with any other non-singular numbers. Before each
draw, the player selects the number they think will come up. If the
player's number and the number drawn appear in the same row or
column, the player earns a point bonus, e.g., a 50 point bonus. IF
the player hits the number exactly, the player earns a larger
number of points, e.g., 100 points. If these conditions are not
met, the player loses a points. In one implementation, the amount
of point loss is a function of the proximity of the player selected
number from the system selected number. The proximity may be
mathematical proximity, e.g., the if the system selected number is
30 and the player selected number is 20, the point loss could be
the difference, i.e., 10 point loss. The proximity could be defined
in terms of physical proximity, such as a point loss for each
positional separation of the system selected number from the user
selected number.
[0243] While described in the preferred embodiment as having
sequential player selection alternating with system selection, that
is, where there would be a predetermined number of couplets of
player selection followed by system selection, an alternate method
and system may receive the complete selection of all user icons or
numbers from the player. In this embodiment, the player would be
prompted, e.g., for 6 number selections. Thereafter, the comparison
of the system selected numbers with the user selected numbers would
proceed. The system selected numbers may be selected during the
course of the game, or may all be selected prior to the game play,
and merely revealed to the users in a sequential manner.
[0244] At the end of the drawing sequence, the player with the
highest point total wins the individual game jackpot. If there is
any player that has also selected the same sequence of numbers as
selected by the system, i.e., matches 6 numbers, wins the Lottery
Jackpot. Optionally, a bonus ball may be added to the
foregoing.
[0245] In one optional aspect of the invention, a leader board is
provided. After each number is drawn, a leader board is displayed
that shows the current leaders of the game. Some defined number of
leaders, e.g., the top 25 players may be displayed. Optionally, the
board could show the numbers that the top players have selected.
The board optionally shows how many players are playing the current
game. If a given player's score is sufficient to appear on the
leader board, their name or identity may be highlighted to that
player.
[0246] In yet another optional aspect of the system and methods,
lower tier jackpots may be provided. Additional jackpots could be
played for besides the "MAIN LOTTO JACKPOT". By way of example,
players could play for a "ALL ROWS AND COLUMNS JACKPOT" or a
"LOWEST SCORE JACKPOT"
[0247] In yet other optional aspects of the system and methods,
players may be presented with information on frequency of numbers
drawn or interesting lucky numbers such as "celebrity birthdays" or
the like.
[0248] Enhanced graphical displays and methods may be utilized to
enhance player entertainment and enjoyment. For example, colored
row and column bars can animate and enhance the number selection
process. Three-dimensional graphs may be utilized to enhance play.
In one implementation, previously selected numbers may be somehow
graphically indicated, such as by greying-out of the previously
selected numbers. Sound or sound effects may also optionally
included to enhance player experience and entertainment.
[0249] The systems and methods described herein may be incorporated
in a casino or other on-line gaming environment. In a casino,
lottery terminals, such as video lottery terminals (VLTs) may be
used for display and player interaction. The games may be played
where the players merely play against the other players within that
given game, or the various games may be more broadly linked, such
as linking of the games within one casino, or linking of games
within associated gaming establishments, or linking within all
games within a state or other geographic arrangement.
[0250] FIGS. 28A through 28H provide representative depictions of
displays to the various users. Each includes a display relating to
the jackpot amount which would be awarded for a identical overlap
of the complete set of lottery numbers. A indicator 282 provides an
identification of the system selected icon or number. A game
identification portion 284 may uniquely identify the particular
game or indicate a game state such as ready. A game prize indicator
286 may provide an indication of the monetary or point award to be
provided to the winner of the game. A leader board 288 may
optionally be provided. Optionally, instructions 290 may be
displayed to the users during portions of the game play. An
optional chat board 292 is provided. In the preferred embodiment, a
matrix 300 of icons, such as numbers, is displayed to the player. A
individual player's score display 302 is presented. Optionally, the
player is provided with an initial non-zero score, such as 100.
[0251] FIGS. 28B through 28H describe game play as described in
more detail in the accompanying specification. In FIG. 28B, the
player selects the number 22. In FIG. 28C, the system selected and
displayed the number 9. Since the user selected number 22 does not
appear in the row or column including system selected number 9, the
player score is decremented by the difference between the two
numbers, namely 22 minus 9 or 13. In FIG. 28D the player selected
number is 6 and the system selected number is 3. Since the user
selected number 6 appears in the row or column also containing the
system selected number 3, the player is awarded a point value, such
as 50. In FIG. 28E, the user selected number is 27 and the system
selected number is 35. As in the case with FIG. 28C, the player
score is decremented by 8. In FIG. 28F, the user selected and
system selected numbers are the same, namely 7. The player is
awarded a larger point award as compared to when the user selected
number is merely in the row or column as the system selected
number. FIG. 28G shows the player selection of 21 as being in the
column of the system selected number 14. Accordingly, the player is
awarded the intermediate prize points, 50 in this example. In FIG.
28H, the game has now completed and the leading point player is
Kelly 20. Accordingly, they are advised that they have won the game
and are awarded the game prize value of $112.00.
[0252] In yet another embodiment, the invention includes a system
for electronic interaction comprising a display for presenting a
grid of identifying objects, an input for receiving a player
selection of an identifying object, a random generator for randomly
selecting a winning identifying object, and a point tally system
for awarding points to the player according to the rules comprising
a first point value if the player selected identifying object
exactly matches the winning identifying object, a second point
value if the player selected identifying object is in a geometric
relationship with the winning identifying object, and a third,
negative, point value if the player is not awarded the first point
value or the second point value.
[0253] The system optionally may utilize a grid of identifying
objects are arranged in multiple rows and columns. The geometric
relationship for the second point value comprises the player
selected object being in either the same row or column as the
winning number.
[0254] Alternatively, other geometric arrangements may be utilized.
For example, the grid of the identifying objects may be arranged in
multiple concentric circles. The geometric relationship for the
second point value comprises the player selected object being in
the same circle.
[0255] As shown in FIG. 29 A, the prizing technique consists of a
player entering a given electronic room in order to play a
particular game. The rooms may have various associated time
durations, as shown, including a five minute game, a one hour game,
a daily game, a weekly game and a monthly game. The time durations
may be set as desired. Multiple players may join in the play for
any given room. The player provides selection via the input device
(see, e.g., computer, keyboard and mouse 240 in FIG. 18). That game
selection is then communicated over a communication network, such
as the internet 242, to the play server 212. The selection is then
stored in memory, such as that associated with the variable
duration game room database.
[0256] As shown in FIG. 29 B, the player is optionally advised as
to the remaining time within a given room. Additionally, the player
may be advised of the current size of the prize. That information
is preferably provided to the player prior to their selection of
room entry. The factors influencing the selection of the room could
be the size of the prize, the time remaining, and/or the low and
high score. In the event that the game room is subject to mandated
prizing parameters, such as a guaranteed maximum prize, and that
prize has not yet been awarded to a player, others may be
influenced to join that room as the time remaining moves towards
zero.
[0257] As shown in FIG. 29 C, a relative ranking or leader board is
displayed to the players during the course of the game. The player
or players whose identities appear on the board at the conclusion
of the game will be awarded the designated prize. In this prizing
method, players typically are playing for points. Those points may
be awarded based on an underlying base game play, such as iLotto
(described in application Ser. No. 11/870,156, filed Oct. 10, 2007,
entitled "Methods And Apparatus For Enhanced Interactive Game Play
In Lottery And Gaming Environments", incorporated herein as if
fully set forth herein), or by engaging in some other form of game
play, such as to spin a wheel. If the game play resulting in points
has the potential of a relatively high numeric value, the
possibility of change on the leader board remains available to most
players until very close to the end of the game time.
[0258] The systems, apparatus and methods of the present invention
are particularly useful for allowing games of skill to be utilized
in a lottery environment. By way of example, consider the
application to sports betting. The player would enter the lottery
by payment of their consideration, e.g., $5 dollars. The player is
then given a predefined amount of virtual money, e.g., 1,000
virtual dollars, credits or vCoins. The player could then choose to
wager a player selected amount of virtual money to bet on a real
world event, such as the outcome of a football game. The real world
game would need to be completed prior to the game room end. While
picking the winner may be a skill event, less predictable, that is,
more random events such as predicting an over/under outcome (i.e.,
whether the total points for the two teams will be over or under a
certain amount), or yardage gained by a given player may be used.
The random event for lottery purposes would consist of the
determination of which player had the high score at the time the
game room concluded or ended. Additional randomizing events, such
as awarding wild card events, may be used in the event that the
game is considered too subject to the skill of the player for
lottery purposes. While described in a sports betting context, the
same system, apparatus and methods may be used with other skill
based games such as poker, backgammon and blackjack.
[0259] Although the foregoing invention has been described in some
detail by way of illustration and example for purposes of clarity
and understanding, it will be readily apparent to those of ordinary
skill in the art in light of the teachings of this invention that
certain changes and modifications may be made thereto without
departing from the spirit or scope of the appended claims.
* * * * *
References